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		<title>Make a Good Mega Man Level Contest - User contributions [en]</title>
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		<updated>2026-04-28T23:12:32Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Conveyor_Mayhem&amp;diff=28730</id>
		<title>Conveyor Mayhem</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Conveyor_Mayhem&amp;diff=28730"/>
				<updated>2025-03-28T09:16:27Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Conveyor Mayhem&lt;br /&gt;
|rank=23rd&lt;br /&gt;
|image=[[File:MaGMML2-23-ConveyorMayhem.png]]&lt;br /&gt;
|caption=Where should I go next?&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Thoron]]&lt;br /&gt;
|composer=RushJet1&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=41&lt;br /&gt;
|judge2=34&lt;br /&gt;
|judge3=29&lt;br /&gt;
|judge4=30&lt;br /&gt;
|judge5=34&lt;br /&gt;
|totalscore=33.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=2&lt;br /&gt;
|collectables=[[File:Nickel.png|Bottom of the first large chamber, far to the left.]][[File:Nickel.png|TBD]][[File:Nickel.png|TBD]][[File:Nickel.png|TBD]][[File:Nickel.png|TBD]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[B Bitter]]&lt;br /&gt;
*[[Camon]]&lt;br /&gt;
*[[Cannon Joe]]&lt;br /&gt;
*[[Fire Boy]]&lt;br /&gt;
*[[Fire Camon]]&lt;br /&gt;
*[[Fire Cannopeller]]&lt;br /&gt;
*[[Fire Ratton]]&lt;br /&gt;
*[[Fire Telly]]&lt;br /&gt;
*[[Garyoby]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Helipon]]&lt;br /&gt;
*[[Hothead]]&lt;br /&gt;
*[[Metall Dance]]&lt;br /&gt;
*[[Pierobot]]&lt;br /&gt;
*[[Ratton]]&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Shield Cannopeller]]&lt;br /&gt;
*[[Shield Guarder]]&lt;br /&gt;
*[[Twin Cannon]] (Normal, Upside-down)&lt;br /&gt;
*[[Wall Basher]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM2)&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
*[[Destroyable Block]] ([[Wheel Cutter]])&lt;br /&gt;
*[[Falling Platform]] (MM5, recolored)&lt;br /&gt;
*[[Fire Block]]&lt;br /&gt;
*[[Fire Pillar]]&lt;br /&gt;
*[[Guts Lift]] (Normal, Active)&lt;br /&gt;
*[[Moving Ladder]]&lt;br /&gt;
*[[Press]] (Normal, Sideways)&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Big Fire Telly]]&lt;br /&gt;
*[[Super Cannopeller]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Napalm Man]]&lt;br /&gt;
*[[Crusher Joe]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 3 - Shadow Man&lt;br /&gt;
|location=[[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous=[[Smed's Big Annoying Mess of a Level]]&lt;br /&gt;
|next=[[Aurora Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|[[Mega Man]], I've detected two Robot Master signatures from this robotics factory. If you can defeat them, we'll be able to shut down this place and cripple Dr. Wily's current schemes of world domination.|[[Doctor Thomas Light|Dr. Light]]|In-level comment box.}}&lt;br /&gt;
'''Conveyor Mayhem''' is the 23rd place entry in ''[[Make a Good Mega Man Level 2]]''. It is a huge, maze-like stage with branching paths, and an emphasis on conveyor belts, moving platforms, and spikes. [[Rush Coil]] and [[Rush Jet]] are also disabled, but the spikes throughout the level only deal 7 points of damage to [[Mega Man]] instead of killing him instantly.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The level starts with two rooms with several different enemies (including a unique fire variant of Ratton), and introduces moving ladders. The room after these two is gigantic, consisting of several moving ladders, Guts Lifts, conveyor belts, and unique variants of Cannopellers, among other things. The room also splits into two paths. One path can be accessed by breaking a [[Destroyable Block|Wheel Block]] past the first two Fire Cannopellers, then climbing up an area with a moving ladder and a Guts Lift. The other path (the alternate route) can be accessed by dropping down the gap that the first Fire Cannopeller is over, then holding left to avoid falling into a pit. Both paths can also be accessed using a moving ladder at the bottom of the room.&lt;br /&gt;
&lt;br /&gt;
The second room of the first main route has another fork. One path drops Mega Man straight down, while the other is a detour where Mega Man must make his way to the bottom while avoiding spikes and riding on moving ladders and a Crash Lift, with a [[Noble Nickel]] available at the bottom. Both paths lead to the [[Big Fire Telly]]. After the Big Fire Telly is defeated, Mega Man can continue into a room with four Shield Cannopellers, two of which are guarding a Fire Boy and a large screw, with the other two guarding a Hothead and the entry into the next room. Mega Man must ride Guts Lifts and moving ladders to make it to a lower room, where he must ride a Guts Lift along segmented tracks. Partway through the ride is a moving ladder, which can be used to either carefully maneuver between spikes to grab a Noble Nickel, or go through a boss gate leading to [[Napalm Man]]. Riding the Guts Lift all the way to the end will lead back to a side-area in the above room with Shield Attackers, Presses, Camons, and Fire Camons, leading to a Noble Nickel otherwise blocked off by a Shield Guarder. The Nickel can also be obtained without taking the path by using [[Wheel Cutter]] or [[Super Arrow]] to reach the Shield Guarder, then attacking it with [[Slash Claw]].&lt;br /&gt;
&lt;br /&gt;
The alternate route is behind a Slash Block, and the entry to the route has a Noble Nickel next to it. The first room of the alternate route is a long stretch focusing mainly on conveyor belts and Fire Cannopellers, with a split path at the very end. Both paths lead to the same room, but the upper path allows Mega Man to grab some screws he would otherwise need [[Hornet Chaser]] to access. The area below includes a series of horizontal Presses, followed by a battle against the [[Super Cannopeller]]. After the Super Cannopeller is defeated, Mega Man must choose between two paths.&lt;br /&gt;
&lt;br /&gt;
The right path is a large room with Guts Lifts, moving ladders, and Presses all being utilized. Partway through, a room on the right guarded by a [[Cannon Joe]] can be found, leading to another boss gate with Napalm Man behind it. Continuing to the end of the path will lead to a Noble Nickel.&lt;br /&gt;
&lt;br /&gt;
The left path begins with a vertical room Mega Man must climb up while avoiding horizontal Presses, Camons, and a Wall Blaster II. The room above it is an area where Mega Man must shoot Twin Cannons to avoid being knocked off Guts Lifts and an incredibly fast moving platform. The end of this room is a boss gate leading to [[Crusher Joe]].&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = This is a really cool level!! I love how the enemies gimmicks are like, modifications of existing engine assets? Moving ladders on rails instead of moving platforms on rails, guts lifts that only activate when you touch them, a bunch of fire themed versions of enemies, sideways crushers - it's all really cool and I love it. I love the open rooms, they feel like a lot of fun to get through, though they do sometimes have lag issues and the scrolling is a teensey bit janky. The level has a bunch of alternate paths and stuff and I like it a lot because it allows to expand on each of its gimmicks but not have any one playthrough of the level be terribly long. I wouldn't call any gimmick in this level underused - they're all introduced, used in more difficult situations, and combined for a very interesting experience. I really like how the sideways crushers and the moving ladders were combined. Honestly I really like the moving ladders in general, they're used really well and the super fast ones are hilarious. The 'modifications of existing stuff' theme also carries into the minibosses, with a fire Mega Telly and a really dumb looking (in a good way) Giant Cannopeller With a Crusher And A Smol Cannon On Top. Both of them are pretty fun, though I think it's too easy for the Mega Telly to corner you and I think the crusher shooting out for the other miniboss could use more telegraphing. The Napalm Man fight is cool and a funny reference to MaGMML1, though I'm not a huge fan of the other boss mostly because he has his shield up in front and there's a small hitbox you can actually hit him in, and I don't think his attacks are as well telegraphed so it takes some trial and error to actually get the boss down. But overall this level is suuper fun and I just really love how it plays &amp;lt;3&lt;br /&gt;
|pyroscore = 41&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 13&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 4&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This level was HUGE with 3 possible routes, and took me about 40 minutes to fully beat. It was so much fun at first! I really liked the custom assets you used, especially the moving ladders. However, some of them seemed to have no real use besides being an annoyance (spike cannon). The Cannon miniboss is completely skippable, not sure if that's intentional or not. The Crusher Joe battle was pretty hectic, and towards the end he started to move way too fast. The upgraded Napalm Man was pretty cool. Also, the Noble Nickels are insanely hard to get. You really went all-out with the moving ladders ;-;&lt;br /&gt;
|jupiscore = 34&lt;br /&gt;
|jhdesign = 10&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 13&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 3&lt;br /&gt;
|enjl = A very open level! It's so open I even got lost a few times. I like how this level spreads out into different paths, each leading to a reward or a goal. The execution on this, however, I have to question. As a result of the abundancy of paths there are some Nickels that aren't really worth the effort. I'm a big fan of the flavour text on the bosses, especially the text that happens when the player dies. I encountered some glitches in this level, too, unfortunately. A pit of lava lead me into nothingness and a skippable miniboss. The more straightforward sections of the level I found really fun to play through, but the more open sections were often really stressful and finnicky when trying to platform around between spikes and lava.&lt;br /&gt;
|enjlscore = 29&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 9&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = The biggest problem with this stage is the mediocre level design. Most of it is filled with enemies that are very hard to avoid and require precise timing or patience. Also, there are many cases where you have to make extremely precise jumps from platform to platform. Additionally, this level has many minor bugs and oversights. Putting that aside, I still mostly had fun with this level, and I really liked the ideas used in this stage.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 5&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 3&lt;br /&gt;
|gadesignnote = I don't know where to even start. So much precision, patience, crappy spots with limited visibility of obstacles, extreme timing, I'm sorry but this SUCKS.&lt;br /&gt;
|gafunnote = Fucking hell! This is so frustrating. I hated this stage at all, nothing here was enjoyable. (This was from prior to stage re-evaluation and was accidentally left unchanged)&lt;br /&gt;
|gacreativitynote = At least there's something here... good ideas. In fact, excellent ideas. AWFUL execution.&lt;br /&gt;
|gaaestheticsnote = Great.&lt;br /&gt;
|gafunctionnote = This level's MAIN GIMMICK IS BROKEN. WHAT THE FUCK!&lt;br /&gt;
|ace = Your most lacking quality was the aesthetics. This stage was ugly. There were *several* graphical glitches (this combination has led to you losing score in both Aesthetics and are also docking your Functionality score, because it's clear these are custom asset programming issues!) [SOME OF THIS WAS FIXED POST JUDGING] and the resized graphics were, quite frankly, hideous.&lt;br /&gt;
&lt;br /&gt;
But, to be fair, this is not an art compo!&lt;br /&gt;
&lt;br /&gt;
The other issue is the sheer number of routes does lead itself to not every path being equally given attention - some were better than others, and guts-platform/ladder combo ... leads itself to potential desync issues and makes certain areas more awkward than others. The stage feels like its held together with duct tape, and its easily possible to glitch through your main gimmick. You missed a few pits too, causing me to reset, as a result of so many issues, you threw away your entire Aesthetic and Functional score. [PIT ISSUE FIXED POST JUDGING]&lt;br /&gt;
&lt;br /&gt;
With the critique aside, the level itself was pretty damn awesome! You used the pre-existing graphical assets in creative ways and graphics aside, the new gimmicks worked brilliantly. Fun times were had, I particularly like how simple but effective the moving ladder is!&lt;br /&gt;
&lt;br /&gt;
The bosses had a few niggles here and there: Crusher Joe needed more of a tell for his main attack (I liked his second attack though!), the Propeller boss was pretty awkward to fight (and.. glitched out on me, so he was skippable, I'm not sure this was your fault though), I really liked Big Telly though.&lt;br /&gt;
&lt;br /&gt;
The main Robot Master was pretty good though! Just align your sprites properly in the future. As an aside, props for putting Health Bars on the mid-bosses! All in all, consider this a win.&lt;br /&gt;
|acescore = 34&lt;br /&gt;
|asdesign = 11&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 14&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 0&lt;br /&gt;
|asskip = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Dr. Light's message at the beginning of the level suggests that, since Rush is disabled, you should use your other utilities more. This is a hint that each of the level's bosses is weak to a weapon that is primarily used as, if not doubles as, a utility; [[Big Fire Telly]] is easily damaged by [[Wire Adaptor]], [[Super Cannopeller]] is hurt by [[Super Arrow]], [[Napalm Man|Napalm Man MK2]] is weak to [[Wheel Cutter]] and [[Crusher Joe]] is vulnerable to [[Sakugarne]]&lt;br /&gt;
* During the judging period, the Super Cannopeller fight was skippable. It is unknown why this happened, as it was fixed in the final game.&lt;br /&gt;
* During [[Garirry|Garirry's]] initial run through the level, several glitches occurred that strongly affected his opinion on the level. When the glitches were revealed to be a result of an error during distribution of game files and weren't originally in the level, Garirry changed his score and revised his judge comment. As his judge notes weren't designed for public viewing, they were never updated to reflect this, hence the notes being much more critical than the actual score and comment.&lt;br /&gt;
* The non-lethal spikes used by the level (and their editor graphics, normally unseen in gameplay) are included in the [[Megamix Engine]] and all games using it, where they are known as Damage Spikes.&lt;br /&gt;
** The same thing applies to [[Press|Side Presses]], which the Megamix Engine includes in addition to the regular ones from Mega Man 2.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=28729</id>
		<title>Colorful Hall</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Colorful_Hall&amp;diff=28729"/>
				<updated>2025-03-28T09:14:56Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Memes preserved for posterity:&lt;br /&gt;
git gud ya casuls&lt;br /&gt;
[[File:Welcome.jpg|frame|right|players who have beaten the level welcome a newcomer]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Colorful Hall&lt;br /&gt;
|rank = 68th&lt;br /&gt;
|image= [[File:Colorful.png]]&lt;br /&gt;
|caption= &amp;quot;I wonder how well I blend into my surroundings...&amp;quot;&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator= Chingoku&lt;br /&gt;
|composer= &lt;br /&gt;
|artist= &lt;br /&gt;
|programmer = &lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 23&lt;br /&gt;
|judge2 = 16&lt;br /&gt;
|judge3 = 14&lt;br /&gt;
|judge4 = 24&lt;br /&gt;
|judge5 = 19&lt;br /&gt;
|totalscore = 19.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements = 2&lt;br /&gt;
|collectables =[[File:Nickel.png|In the purple chamber, ignore the false flag to the left; employ the Sakugarne to reach the treasure on the right.]][[File:Nickel.png|Oil is slippery as well as sticky; slide under the pipes and see.]][[File:Nickel.png|Use the wire to reach the yellow summit.]]&lt;br /&gt;
|enemies =&lt;br /&gt;
* [[Beak]]&lt;br /&gt;
* [[Big Eye]]&lt;br /&gt;
* [[Bounder]]&lt;br /&gt;
* [[Cannopeller]]&lt;br /&gt;
* [[Dachone]]&lt;br /&gt;
* [[Fan Fiend]]&lt;br /&gt;
* [[Fire Boy]]&lt;br /&gt;
* [[Fire Telly]]&lt;br /&gt;
* [[Hammer Joe]]&lt;br /&gt;
* [[Hologran]]&lt;br /&gt;
* [[Hothead]]&lt;br /&gt;
* [[Komasaburo]]&lt;br /&gt;
* [[Lyric]]&lt;br /&gt;
* [[Mousubeil]]&lt;br /&gt;
* [[Petit Devil]] (Green)&lt;br /&gt;
* [[Pooker]]&lt;br /&gt;
* [[Power Muscler]]&lt;br /&gt;
* [[Shield Attacker]]&lt;br /&gt;
* [[Sniper Joe]]&lt;br /&gt;
* [[Spine]]&lt;br /&gt;
* [[Teck]]&lt;br /&gt;
* [[Telly]]&lt;br /&gt;
* [[Wall Blaster II]]&lt;br /&gt;
|gimmicks =&lt;br /&gt;
* [[Acid Drop]]&lt;br /&gt;
* [[Count Bomb]]&lt;br /&gt;
* [[Crash Lift]]&lt;br /&gt;
* [[Drop Platform]]&lt;br /&gt;
* [[Guts Lift]]&lt;br /&gt;
* [[Oil]]&lt;br /&gt;
* [[Press]]&lt;br /&gt;
* [[Destroyable Block|Reflect Block]]&lt;br /&gt;
* [[Sheep Block]]&lt;br /&gt;
|subbosses = &lt;br /&gt;
* [[Gamarn and Gamadayu]]&lt;br /&gt;
|bosses =&lt;br /&gt;
* [[Guts Man]]&lt;br /&gt;
|other = &lt;br /&gt;
|music = Sonic 4: Episode 1 - Mad Gear Zone (Act 1)&lt;br /&gt;
The Binding of Isaac: Rebirth - Hericide&lt;br /&gt;
|location = [[Tier 2 (MaGMML2)|Tier 2]]&lt;br /&gt;
|previous = [[Dragon Lab Lair]]&lt;br /&gt;
|next = [[Something Original]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies.|[[Enjl]]|excerpt from judge comment.}}&lt;br /&gt;
'''Colorful Hall''' is the seventh Tier 2 level in ''[[Make a Good Mega Man Level 2]]''. Its main gimmick is its use of differently colored rooms, as well as a quiz section at the end.&lt;br /&gt;
==Strategy==&lt;br /&gt;
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the blue hole in the first room, fall anywhere in the second room (there's no collision detection on the spikes) and in the last room, fall from the fourth hole from the left.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.&lt;br /&gt;
|pyroscore = 23&lt;br /&gt;
|spdesign = 5&lt;br /&gt;
|spfun = 3&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.&lt;br /&gt;
|jupiscore = 16&lt;br /&gt;
|jhdesign = 2&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 10&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.&lt;br /&gt;
|enjlscore = 14&lt;br /&gt;
|endesign = 3&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 5&lt;br /&gt;
|enaesthetics = 2&lt;br /&gt;
|enfunction = 3&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.&lt;br /&gt;
|garirryscore = 24&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 5&lt;br /&gt;
|gacreativity = 7&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 2&lt;br /&gt;
|gadesignnote = It's not very good. It's often cheap or certain parts serve no purpose. &lt;br /&gt;
|gafunnote = It was alright. Nothing special and I did get bored fairly quickly.&lt;br /&gt;
|gacreativitynote = Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.&lt;br /&gt;
|gaaestheticsnote = Could be better.&lt;br /&gt;
|gafunctionnote = This level is buggy as hell. Playable, but there's problems everywhere you look.&lt;br /&gt;
|ace = This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor? &lt;br /&gt;
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.) &lt;br /&gt;
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)&lt;br /&gt;
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.&lt;br /&gt;
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.&lt;br /&gt;
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...&lt;br /&gt;
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.&lt;br /&gt;
&lt;br /&gt;
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?&lt;br /&gt;
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.&lt;br /&gt;
|acescore = 19&lt;br /&gt;
|asdesign = 4&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 3&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The last room in the quiz section contains a sign, but due to there being no collision on the blocks below the sign, it's basically unreadable. However, you can read the sign if you position Super Arrow correctly. The sign says &amp;quot;alright magnet dude, give me five!&amp;quot; which is a reference to [https://coub.com/view/izovn a scene from the Ruby-Spears Mega Man cartoon], as well as an indication that you should fall down the hole with the Count Bomb marked &amp;quot;5&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 2}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=City_Under_Siege&amp;diff=28728</id>
		<title>City Under Siege</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=City_Under_Siege&amp;diff=28728"/>
				<updated>2025-03-28T09:13:50Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=City Under Siege&lt;br /&gt;
|rank=21st&lt;br /&gt;
|image=[[File:CityUnderSiege1.png|250px]]&lt;br /&gt;
|caption=The first screen of the level.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[gone-sovereign]]&lt;br /&gt;
|composer=gouje0864&lt;br /&gt;
|artist=[[gone-sovereign]]&lt;br /&gt;
|programmer=[[Zieldak]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=36&lt;br /&gt;
|judge2=36&lt;br /&gt;
|judge3=27&lt;br /&gt;
|judge4=38&lt;br /&gt;
|judge5=36&lt;br /&gt;
|totalscore=34.6&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|When the third blue bird passes by, be sure to rise.]][[File:Nickel.png|When you begin your climb, the wheel cutter can give you a boost.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Big Eye]]&lt;br /&gt;
*[[Camon]]&lt;br /&gt;
*[[Camouflametall]]&lt;br /&gt;
*[[Flying Shell]]&lt;br /&gt;
*[[Gachappon]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Jamacy]]&lt;br /&gt;
*[[Jet Bomb]]&lt;br /&gt;
*[[Kouker Q]]&lt;br /&gt;
*[[Metall]]&lt;br /&gt;
*[[New Shotman]]&lt;br /&gt;
*[[Peng]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Swallown]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
*[[Tondeall]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM3)&lt;br /&gt;
*[[Sparkman Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Mecha Dragon]]&lt;br /&gt;
|music=Silverstein - Massachusetts 8-Bit Cover&lt;br /&gt;
|location=[[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous=[[Aurora Man]]&lt;br /&gt;
|next=[[Escape Sequence]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|*bzzt* Attention, citizens of New Harbor: This is the brilliant scientist, and soon-to-be ruler of the world, Dr. Albert Wily. My robots and I currently have the city under siege. All highways connecting to the city have been destroyed. Make no attempt to escape, if you value your life. Mr. Mayor, you have 48 hours to surrender the city to me, or else I will command my robot army to slaughter all humans until you change your mind! And if that blue brat Mega Man is watching this, good luck getting past my robot minions! If you do survive, my fortress is located at 721 5th Avenue. There's an old friend waiting to see you! BWAHAHAHAHAHA! *bzzt*|Dr. Wily|In-level comment box.}}&lt;br /&gt;
&lt;br /&gt;
'''City Under Siege''' is the 21st place level in ''Make a Good Mega Man Level 2.'' Submitted by gone-sovereign, the level is known for its stunning graphics, strong aesthetics, a Rush Jet section in the middle of the level, and a hard difficulty spike near the end of the level. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The level is one of the few levels in the contest to have its own narrative. The stage begins with a broadcast by Dr. Wily, who has captured the city of New Harbor and will not hesitate to slaughter all humans if the city is not surrendered in 48 hours. He then addressed Mega Man, whom he bids good luck, and warns of an &amp;quot;old friend&amp;quot; awaiting him at Dr. Wily's headquarters, at 721 5th Avenue.&lt;br /&gt;
&lt;br /&gt;
It is divided into four distinct sections: The opening highway segment that begins the stage, the Rush Jet segment across the river, a short street section, and a vertical section that scales Dr. Wily's headquarters. The level ends with a boss fight against the Mecha Dragon, whose platforms have been replaced with conveyor belts. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The highway segment at the beginning of the stage is itself inspired by the intro stage of ''Mega Man X''. This section combines basic platforming and enemy challenges. Four enemies are encountered in this section: Camon, Sniper Joe, Kouker Q, and Gachappon. It also introduces two primary gimmicks: Concrete Man's pitfall blocks, and Spark Man's rising platforms. Just like in Concrete Man's stage, that pitfalls on the platforms are telegraphed by a different pattern on the blocks, as demonstrated by a Camon early in the level. The Spark Man platforms are used to reach higher platforms that Mega Man could not reach normally. A Large Energy Capsule can be obtained with the Hornet Chaser near the end of the segment.&lt;br /&gt;
&lt;br /&gt;
Followed by this is a Rush Jet segment. The mechanics of this segment function almost identically to ''Mega Man 8'''s Rush Jet segments -- the player can move freely around the screen on Rush, while the screen scrolls with them. This segment purely consists of enemy challenges. Five more enemy types are encountered here: Peng (who has had its sine wave attack pattern removed and now flies straight at Mega Man in groups of three), Swallown, Telly, Jet Bomb, and Flying Shell. All of Mega Man's weapons, sans Sakugarne, are available, though using Flash Stopper on Rush will also cause Rush as well as all enemies on screen to freeze, locking the player's movement. The first of two Noble Nickels in the stage can be found after the third Swallown, near the top of the screen.&lt;br /&gt;
&lt;br /&gt;
Rush Jet drops the player off at a [[City War]]-inspired street section, which chiefly consists of enemy-based challenges. In addition to the return of Camon and Gachappon, two new enemies are encountered here: Hammer Joe and New Shotman. Eddie will also appear at the start of the segment to offer the player power-ups. If the player uses Rush Coil to jump up to a single block suspended in mid-air to the right of a streetlight at the start of the segment, they can jump into the building itself and collect an E-tank. If they continue left and drop down behind the first tree, they can also collect an M-Tank. Hornet Chaser or Rush Coil can be used to obtain another Large Energy Capsule sitting in a window of the last building at the end of the block. A single Camouflametall disguised as a 1-up guards a Large Bolt at the end of the segment.   &lt;br /&gt;
&lt;br /&gt;
The final segment is a vertical segment which scales Wily's base. This segment once again combines platforming and enemy challenges, but also introduces the risk of spikes. In addition to both Hammer Joes and Sniper Joes, two more new enemies are introduced in this segment: Tondeall and Jamacy. Most of the enemies in this segment can be destroyed from the ladders. A Hammer Joe guards the second Noble Nickel on the first screen of this segment, which can be obtained by using Rush Coil. Spark Man platforms are reintroduced in this segment, and will often try to impale the player onto spikes. Likewise, the Concrete Man blocks return briefly in hopes of deceiving the player to their death. A single Big Eye is stationed on the last screen before the boss gate. To the right, a single Met guards a Large Energy Capsule and a Large Weapon Energy Capsule. An E-tank can be found in a small hole concealed by Concrete Man's pitfall blocks within the boss chamber.&lt;br /&gt;
&lt;br /&gt;
Only the boss remains standing in between the player and the Energy Element -- the Mecha Dragon. In this instance, the Dragon's platforms have been replaced with conveyor belts, which are wider than the Dragon's original platforms, but due to knockback, they are also easier to fall off of if the player gets hit. The strategy here is to alternate between the top and middle platforms, and lure the Dragon's fireballs. Charged Buster shots work effectively here, but Hornet Chaser, Super Arrow and Sakugarne are also effective. Once the Dragon is destroyed, the Energy Element can be obtained to leave the stage. If the Element gets caught beneath the conveyor belt platforms after the Dragon's defeat, the Element can still be reached if the player stands off to the extreme edge of the platform. If the player should die by falling into the pit after the Dragon is defeated, the Element will still count as having been collected.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro =  Okay what the heck you somehow took City War and Sunset Siege and combined them and made a pretty good level out of them??? Seriously, this level is really good. I like the whole setup of the level, and the intro part is pretty interesting with setups like Sparkman platforms + Gachappons, I think it plays really well. Also wooo slopes. Then there's a freakin MM8 Rush Jet part??? Even though it's not like the most creative use of it ever it's still really fun, and I like that a lot too. Then you have the City War section which I really like too?? I really love your usage of New Shotmans here with them above ground? Also I totally got fooled by that Camoflametall ;-;. Most of this level I just really love how it plays and I find it super fun. I think there are two things that bring it down for me, though. I don't like the usage of sniper joes here, they just seem to be placed to waste your time, and also it seems that for this level only their weakness to slash claw was drastically toned down for some ungodly reason. Also, the Mecha Dragon fight. Mecha Dragon just really isn't that fun to fight in general, really. Also it's really easy to get instantly dropped into a pit when entering the boss room because there's no way to tell where the platforms are gonna be, so first time I got there I veered to the left for whatever reason and got dunked into a pit. But it's just two flaws in an otherwise pretty good level, great job here!&lt;br /&gt;
|pyroscore = 36&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 7&lt;br /&gt;
|spcreativity = 8&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = I was expecting a City War sequel when I saw this level's name, and that's...kind of what I got? It's like City War but with better graphics and without all the holes. I really liked some parts, like the Rush Jet section. However, this level has a pretty ridiculous difficulty spike towards the end (literally, you spammed spikes in that vertical section) and that Mecha Dragon boss really ruined the level. Mecha Dragon on conveyor belts just isn't fun.&lt;br /&gt;
|jupiscore = 36&lt;br /&gt;
|jhdesign = 7&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 15&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = This level's city area is very beautiful! I really like how it looks, very authentic. However... it doesn't really feel good to play. I get the feeling the level's design was influenced by its aesthetic, which ended up making it feel rather dull, having to rely on a quantitfy of hazards in order to ramp up the challenge, rather than a clever combination of them and mutation of setups. There could've been more done with the illusion blocks, which I found to be an interesting gimmick that got introduced but unfortunately went largely unused until the end of the stage. The boss is not a lot of fun to play, since standing on either of the left platforms sees the player tumbling to their death as soon as they get hit. The shmup-segment would've been a lot better if you didn't let the player face left, too.&lt;br /&gt;
|enjlscore = 27&lt;br /&gt;
|endesign = 4&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 9&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Very good level. The level design is creative and solid, and there are no cheap spots, with the only problem maybe being the large amount of Sniper Joes. I also liked the mini-plot and how the level looks, although the latter could be a bit better. While the Rush Jet section is quite annoying, for me the biggest experience ruiner is the boss and how hard it is to not fall off the moving platforms. Besides that, it remains a very enjoyable level.&lt;br /&gt;
|garirryscore = 38&lt;br /&gt;
|gadesign = 11&lt;br /&gt;
|gafun = 8&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Not bad, aside from a few occasional issues with enemy choice (such as having many sniper joes) and the cheapness of the boss, it's pretty good.&lt;br /&gt;
|gafunnote = It was very enjoyable. It was a little boring at times (early on I think) but it's still very fun. Boss was annoying though.&lt;br /&gt;
|gacreativitynote = It's an interesting level. I liked the mini-plot and city theme and design. Nothing too special, but very good nonetheless.&lt;br /&gt;
|gaaestheticsnote = I'd say that it kinda doesn't look perfect, but I'd give it a 4.&lt;br /&gt;
|gafunctionnote = Works just fine, but energy element is kinda glitchy. No big deal though.&lt;br /&gt;
|ace = Oh no. War has returned to the City! But at least this time workmen have patched in the holes, (I mean, there might have been some lawsuits involving that.)&lt;br /&gt;
Pleasant enough stage really. It's clear a fair old whack of effort was taken to make this place look like an actual city, even if the tileset doesn't really suit Mega Man at all. &lt;br /&gt;
The stage didn't do much in the way of anything original, but I have to admit, the Concrete Man blocks were pretty well handled, and you usually had me going &amp;quot;huh, neat!&amp;quot; every so often. I also loved how these were introduced... probably better than how Capcom themselves introduced the gimmick if I'm honest!&lt;br /&gt;
The Spark Man platforms got some good usage here, and you slowly increased the difficulty in logical ways. Cool.&lt;br /&gt;
The Rush Jet segment was a little.. weird. The lack of obstacles in that area, and just enemies, made it rather dull, things the player is required to outright dodge rather than shoot, could've made this interesting. Not bad though, just an observation.&lt;br /&gt;
Enemy selection worked, the stage was mostly a nice pleasant stroll, and nothing of note stands out. That might just be the level's issue. It's very generic and just sort of there. But it is a nice &amp;quot;sort of there&amp;quot;, after all.&lt;br /&gt;
&lt;br /&gt;
Also, hi dev-kit boss! He also managed to be the hardest portion of the stage, mostly due to how easy it is to be knocked into a pit by his fireballs.&lt;br /&gt;
&lt;br /&gt;
Stage was fine overall, even if it isn't the most impressive thing in the world. Definitely can see the effort that went into it though.&amp;quot;&lt;br /&gt;
|acescore = 36&lt;br /&gt;
|asdesign = 13&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 5&lt;br /&gt;
|asaesthetics = 5&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
The stage saw mixed-to-positive reviews. The level was praised for being an improved version of City War and having a narrative to go along with it. A major point of criticism, as highlighted by the judges, was the Mecha Dragon fight, made more difficult by the addition of conveyor belts and knock-back. The Rush Jet segment was commended, though it was a point of contention among the judges for having somewhat floundered in its execution. Two lesser points of criticism were the abundance of Joe enemies in the stage, and the use of GXSCC music, though the latter was omitted in the judge comments.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The address that Dr. Wily gives, 721 5th Avenue, points to the address of Trump Tower in real life.&lt;br /&gt;
* Aesthetically, the level is modeled after New York City. Each segment is based on certain parts of the Metropolitan Area -- the opening segment is based on the New Jersey Turnpike, the river that the player crosses on Rush Jet is based on the Hudson River, the street section is heavily modeled after Atlantic Avenue, and the architecture of building the player scales at the level's end is based on various buildings in Manhattan.&lt;br /&gt;
* The Met positioned to the right of the boss gate is a subtle reference to ''Mega Man vs. Met''.&lt;br /&gt;
* This level infamously spit out error messages twice during Flashman85's results stream.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Changeable_Caverns&amp;diff=28727</id>
		<title>Changeable Caverns</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Changeable_Caverns&amp;diff=28727"/>
				<updated>2025-03-28T09:11:24Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title= Changeable Caverns&lt;br /&gt;
|rank = 41st&lt;br /&gt;
|image= [[File:MaGMML2-41-ChangeableCaverns.png|256px]]&lt;br /&gt;
|caption= I dunno, these caverns look pretty static to me...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator= [[TheMartianGeek]]&lt;br /&gt;
|composer= Makoto Tomozawa (original music)&amp;lt;br&amp;gt;[[TheMartianGeek]] (cover)&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum = 2&lt;br /&gt;
|judge1 = 35&lt;br /&gt;
|judge2 = 17&lt;br /&gt;
|judge3 = 32&lt;br /&gt;
|judge4 = 27&lt;br /&gt;
|judge5 = 34&lt;br /&gt;
|totalscore = 29.0&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Drillun]]&lt;br /&gt;
*[[Lyric]]&lt;br /&gt;
*[[Molier]]&lt;br /&gt;
*[[Pickelman Bull]]&lt;br /&gt;
*[[Rock Thrown]]&lt;br /&gt;
*[[Tondeall]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Brightman Platform]] (green, red)&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Crash Lift]]&lt;br /&gt;
*[[Daidine]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Guts Lift]]&lt;br /&gt;
*[[Tomahawk Platform]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man X - Armored Armadillo&lt;br /&gt;
|location=[[Tier 6 (MaGMML2)|Tier 6]]&lt;br /&gt;
|previous=[[Wily Coaster]]&lt;br /&gt;
|next=[[Joe Man (stage)|Joe Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the 'just right' in gimmick implementation.|[[ACESpark]]|excerpt from judge comment.}}&lt;br /&gt;
'''Changeable Caverns''' is the 41st place entry in ''[[Make a Good Mega Man Level 2]]''. The level focuses on short platforming segments broken up by enemies, using almost every type of special platform gimmick available in the devkit.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
Don't die. The easiest way to accomplish that is to get good at jumping.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Aw why did this have to end so quickly D: I really liked where it was going!! For a level that has a large majority of the special platforms in it it does a very good job at keeping focus and feeling coherent. It introduces each of the platform types safely and uses most in more dangerous setups later on. The difficulty curve is just very well done in general. The enemy challenges are pretty great, too - I really like how the Drilluns and Moliers were combined. But it felt like it ended just as it was starting to ramp up the difficulty!! I really wish there was more because I love what is actually here, it just feels like it got...cut off before it could be truly amazing.&lt;br /&gt;
|pyroscore = 35&lt;br /&gt;
|spdesign = 12&lt;br /&gt;
|spfun = 8&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = Pretty forgettable level. It was mostly just rooms with enemies and then moving platforms over pits and that was it. The room with 3 Crash lifts is a bit glitchy, one of them randomly pushed me off for some reason.&lt;br /&gt;
|jupiscore = 17&lt;br /&gt;
|jhdesign = 4&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 1&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = This level is a lot of fun to play, but often misses out on aspects such as safety nets and ramping up the difficulty, with later sections sometimes being easier than early sections and the enemy setups not offering a lot of variety. A lot of the level's assets are taken for granted and while others are formally introduced, the others are often what will lead to the player's death. The guts lift section in particular is rather tricky for where it is placed in the level and I died a lot on it when I wasn't exploiting the lack of spike collision in that room to bypass it and explore other parts of the level. The open platforming segments are a nice but rompy challenge and definitely the highlight of this stage.&lt;br /&gt;
|enjlscore = 32&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 7&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I feel like it could have been done better. The level just doesn't look nice. Some parts of the stage suffered from either bad enemy placement or having to deal with desynchronised moving obstacles. And overall it just feels generic. Nothing creative or interesting really. At least it was mostly enjoyable.&lt;br /&gt;
|garirryscore = 27&lt;br /&gt;
|gadesign = 8&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 4&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's not that good. Generally there are a lot of sections which require you to either do precise movements or waiting for two moving obstacles to sync together.&lt;br /&gt;
|gafunnote = Despite that, it was a pretty enjoyable level. Aside from the bad sections, it ranks as decent for me.&lt;br /&gt;
|gacreativitynote = There's nothing particularly interesting here. It's just a regular cave level. Nothing that creative tbh.&lt;br /&gt;
|gaaestheticsnote = The tiles seem pretty lazily put, the background is all black… meh.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Fun little stage, if too much on the safe side. Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the &amp;quot;just right&amp;quot; in gimmick implementation. What I mean by that, is you don't go far enough with the gimmicks to be truly memorable, and it's all a little generic, with not much identity of its own other than &amp;quot;every platform gimmick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
That being said, there is actual thought behind your use and placement of said platforms, and nowhere does it feel half assed, it's just I feel a few more screens with repeated gimmicks and a slightly higher difficulty (not by much, just slightly) for the climax of your stage would've served you better.&lt;br /&gt;
You also put in areas where Noble Nickels would've acted much better than... er.. bolts. This is just a poor design choice, as no one will attempt the additional challenges you propose because there is simply no point to it, the stakes aren't high enough.&lt;br /&gt;
&lt;br /&gt;
Lastly - I kind of feel the Guts Man platform segment was... pointless. This bit also houses your weakest implementation of any of the gimmicks, as the player is left waiting for the platforms to sync up together. It's minor, but it would've been better to see the platforms return later in the stage with a different setup, rather than the &amp;quot;Hi I exist&amp;quot; cameo.&lt;br /&gt;
&lt;br /&gt;
Noteworthy things about this stage - perfect theme and selection of enemies for a cavern setting, good music choice, and gimmicks are introduced very well. Props to the Shadow Man platform segment, I didn't even notice how clever your introduction of them was the first time through! It took a second playthrough for me to get it... but it's subtle but well done.&lt;br /&gt;
&lt;br /&gt;
... one thing that's odd, there are a few spots in the level tiles that look.. unfinished, or are using a beta tilset? They keep showing up and it just looks bizarre.&lt;br /&gt;
|acescore = 34&lt;br /&gt;
|asdesign = 12&lt;br /&gt;
|asfun = 8&lt;br /&gt;
|ascreativity = 7&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* When in Green Star Mode, a bug relating to room IDs and arrays results in Changeable Caverns' teleporter not having a display count for [[Green Star]]s, even though there are still three of them hidden in the stage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cardinal_Man&amp;diff=28726</id>
		<title>Cardinal Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cardinal_Man&amp;diff=28726"/>
				<updated>2025-03-28T09:10:28Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Cardinal Man&lt;br /&gt;
|rank=79th&lt;br /&gt;
|image=[[File:MaGMML2-79-CardinalMan.png|256px]]&lt;br /&gt;
|caption=Admiring the opening screen from a safe location.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Rbade]]&lt;br /&gt;
|composer=Aki Yamani, Takashi Kutsukake (originals)&amp;lt;br&amp;gt;40Nix, PureSabe (covers)&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=12&lt;br /&gt;
|judge2=5&lt;br /&gt;
|judge3=4&lt;br /&gt;
|judge4=1&lt;br /&gt;
|judge5=4&lt;br /&gt;
|totalscore=5.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=3&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Au-Au]]&lt;br /&gt;
*[[Big Eye]]&lt;br /&gt;
*[[Big Fish]]&lt;br /&gt;
*[[Big Telly]]&lt;br /&gt;
*[[Blader]]&lt;br /&gt;
*[[Caricarry]]&lt;br /&gt;
*[[Croaker]]&lt;br /&gt;
*[[Curlinger]]&lt;br /&gt;
*[[Dada]]&lt;br /&gt;
*[[Drillun]]&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Fatool]]&lt;br /&gt;
*[[Gremlin]]&lt;br /&gt;
*[[Haehaey]]&lt;br /&gt;
*[[Jumbig]]&lt;br /&gt;
*[[Komasaburo]]&lt;br /&gt;
*[[Mag Fly]]&lt;br /&gt;
*[[New Shield Attacker]]&lt;br /&gt;
*[[Nitron]]&lt;br /&gt;
*[[Parasyu]]&lt;br /&gt;
*[[Peng]]&lt;br /&gt;
*[[Picket Man]]&lt;br /&gt;
*[[Pierrobug]]&lt;br /&gt;
*[[Scworm]]&lt;br /&gt;
*[[Sea Mine]]&lt;br /&gt;
*[[Sniper Armor]]&lt;br /&gt;
*[[Sonic Bill]]&lt;br /&gt;
*[[Spine]]&lt;br /&gt;
*[[Tackle Fire]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
*[[Twin Cannon]]&lt;br /&gt;
*[[Wander Bell]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Acid Drop]]&lt;br /&gt;
*[[Air Tiki]]&lt;br /&gt;
*[[Conveyor]] (MM2)&lt;br /&gt;
*[[Cossack Snow]]&lt;br /&gt;
*[[Destroyable Block]] ([[Mega Buster]])&lt;br /&gt;
*[[Drill Boulder]]&lt;br /&gt;
*[[Hover]]&lt;br /&gt;
*[[Ice Platform]]&lt;br /&gt;
*[[Wanaan]]&lt;br /&gt;
*[[Water Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Chill Man]]&lt;br /&gt;
|other=&lt;br /&gt;
*[[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music=MegaMari - Cirno's Stage&amp;lt;br&amp;gt;'''Boss:''' Rockman 4 Minus Infinity - Wily Capsule&lt;br /&gt;
|location=[[Tier 1 (MaGMML2)|Tier 1]]&lt;br /&gt;
|previous=[[Snow Man]]&lt;br /&gt;
|next=[[Quirky Unconsistent Incomprehensible Nonsensical Track]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This is fine.|[[ACESpark]]|summing up the level design philosophy.}}&lt;br /&gt;
'''Cardinal Man''' is the second-last place entry in ''[[Make a Good Mega Man Level 2]]''. It appears to be a random jumble of enemies and stage terrain. The stage gets its name from its multiple branching paths and open-ended level design, with three [[Energy Element]]s and five [[Noble Nickel]]s to collect across all of them.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
When you spawn, you will be standing on top of [[Ice Platform]]s. Break the [[Destroyable Block]] next to the [[Wanaan]] to get an E-Tank and an M-Tank. Break the block to the right to leave the starting area. From there, you can either enter the [[Skip Teleporter]] or continue to play the rest of the stage. &lt;br /&gt;
&lt;br /&gt;
If you choose the latter, continue to the left where you encounter a [[Wander Bell]] and a harmless [[Drill Boulder]]. Eventually, you will reach a [[Hover]]. Said Hover will move really fast to the left, towards a ladder that leads upward, so avoiding it with [[Rush Jet]] or [[Super Arrow]] is a good option. Do not touch the red blocks or you will die. When you go upward, you will reach an area with a [[Caricarry]], two [[Telly|Tellies]], and an immobile [[Gremlin]]. Head to the right. You can climb the crystal-looking column to reach a place with several Tellies and the first Energy Element of the level.&lt;br /&gt;
&lt;br /&gt;
For the second Energy Element, continue to the right where you previously climbed the column for the first element. You will find an [[Au-Au]], along with some enemies enclosed underground. There are some glass-looking blocks, but most of them are part of the background. Climb the next column to continue forward and find a [[Fan Fiend]] (standing on air) and a [[Croaker]]. After dispatching the Croaker (preferably by staying on the column) and the Fan Fiend (which can easily be accomplished by using the [[Flash Stopper]]), use the Rush Jet to fly up to an icy white platform with [[Eddie]] on it. Fly past that to get to two lines of red blocks, followed by a [[Big Fish]] and some scribbled-in red blocks. Most of them can simply be avoided by moving [[Rush]] partway above the screen, skipping most of the &amp;quot;parkour&amp;quot; below. At the end of that section you will reach another column to climb down. Upon CLIMBING (Note: Do not jump down, or you will die) down and going to the right you will encounter [[Nitron]]s, [[Fatool]]s, [[Blader]]s, and [[Spine]]s, followed by a [[conveyor]] belt section with a [[Big Telly]]. There are also a few spike jumps that cannot be made without a utility or using invincibility frames from all the enemies around you. If you prevail, you will make it to a section with Pengs and some large enemies. If you use the Water Pump to jump to where [[Komasaburo]] is, you will find the second Energy Element.&lt;br /&gt;
&lt;br /&gt;
From here on, you will need to head right for the third Energy Element. This will lead you to an [[Air Tiki]], where you should use Rush Jet to participate in a small shoot-'em-up section. After that, you will reach a hill with some enemies, followed by a bridge that utilizes slopes and a couple of big enemies. For an easier way to reach the end of this path, you can use the Super Arrow back in the screen with the Big Telly and head right from the ladder until you run out of weapon energy, then you should approximately have cleared the bridge. Finally, enter the glitchy boss door and you will reach a sign accompanied by a Wander Bell that says, &amp;quot;Cardinal Man will not be joining us due to technical difficulties. Sorry. He got [[Chill Man]] and [[Big Eye]] to fill in for him. Chill Man refuses to touch the Energy Element&amp;quot;. You will then fight Chill Man, along with a Big Eye. As the sign states, Chill Man does not drop the Energy Element; it is actually at the upper right corner of the screen. Trigger the [[Sea Mine]]s and break the blocks, then use [[Sakugarne]] or Super Arrow to reach the Energy Element.&lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
Cardinal Man was deemed skippable by the judges, largely in part to the nonsensical and obtuse nature of the stage.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = The level speaks for itself, really. It's a mess.&lt;br /&gt;
It also completely baffles me that even with the autotiler there still manages to be a level with random fake tiles :V.&lt;br /&gt;
|pyroscore = 12&lt;br /&gt;
|spdesign = 3&lt;br /&gt;
|spfun = 4&lt;br /&gt;
|spcreativity = 2&lt;br /&gt;
|spaesthetics = 2&lt;br /&gt;
|spfunction = 1&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = It's called Cardinal Man, but where are the cardinals? :thinking:&lt;br /&gt;
|jupiscore = 5&lt;br /&gt;
|jhdesign = 1&lt;br /&gt;
|jhfun = 2&lt;br /&gt;
|jhcreativity = 2&lt;br /&gt;
|jhaesthetics = 0&lt;br /&gt;
|jhfunction = 0&lt;br /&gt;
|enjl = This was fun until I figured out you can actually reach any of the exits.&lt;br /&gt;
|enjlscore = 4&lt;br /&gt;
|endesign = 1&lt;br /&gt;
|enfun = 1&lt;br /&gt;
|encreativity = 1&lt;br /&gt;
|enaesthetics = 0&lt;br /&gt;
|enfunction = 1&lt;br /&gt;
|enskip = Yes&lt;br /&gt;
|garirry = No.&lt;br /&gt;
|garirryscore = 1&lt;br /&gt;
|gadesign = 0&lt;br /&gt;
|gafun = 0&lt;br /&gt;
|gacreativity = 1&lt;br /&gt;
|gaaesthetics = 0&lt;br /&gt;
|gafunction = 0&lt;br /&gt;
|gadesignnote = No.&lt;br /&gt;
|gafunnote = It's both uninteresting and frustrating. It's genuinely not fun. You just want it to end.&lt;br /&gt;
|gacreativitynote = Nothing particularly impressive here. At all.&lt;br /&gt;
|gaaestheticsnote = No.&lt;br /&gt;
|gafunctionnote = No.&lt;br /&gt;
|ace = [[File:MaGMML2-CardinalComic.png]]&lt;br /&gt;
|acescore = 3&lt;br /&gt;
|asdesign = 1&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 2&lt;br /&gt;
|asaesthetics = 0&lt;br /&gt;
|asfunction = 0&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Cardinal Man was originally [[Garirry]]'s least favorite level, but he changed it to [[Airflow Hubble]] for unknown reasons.&lt;br /&gt;
* The creator, [[Rbade]], has made a Geometry Dash version of this level; it can be found [https://www.youtube.com/watch?v=-1aNr2M43aU here]&lt;br /&gt;
* Cardinal Man is the only level in [[Tier 1 (MaGMML2)|Tier 1]] to actually have a boss.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 1 (MaGMML2)]][[Category:Skippable Levels]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]][[Category: Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=But_It_Lacked_the_Depth_to_Convince_Me_That_This_is_Really_Hell&amp;diff=28725</id>
		<title>But It Lacked the Depth to Convince Me That This is Really Hell</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=But_It_Lacked_the_Depth_to_Convince_Me_That_This_is_Really_Hell&amp;diff=28725"/>
				<updated>2025-03-28T09:08:54Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=But It Lacked the Depth To Convince Me That This is Really Hell&lt;br /&gt;
|rank=26th&lt;br /&gt;
|image=[[File:MaGMML2-26-ButItLackedTheDepthToConvinceMeThatThisIsReallyHell.png|256px]]&lt;br /&gt;
|caption=This really is hell.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Phoba555]]&lt;br /&gt;
|composer=Mao Hamamoto/SiIvaGunner&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=30&lt;br /&gt;
|judge2=44&lt;br /&gt;
|judge3=27&lt;br /&gt;
|judge4=34&lt;br /&gt;
|judge5=26&lt;br /&gt;
|totalscore=32.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|Be sure to jump when you see the first rabbit]][[File:Nickel.png|Jump down in the star field]][[File:Nickel.png|Jump down in the star field a second time, and slide too.]][[File:Nickel.png|After the starfield, jump down; why land on the floor when you can land on the ceiling?]][[File:Nickel.png|Jump when you see the last rabbit in the first area.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Big Telly]]&lt;br /&gt;
*[[Bombomb]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Crazy Cannon]]&lt;br /&gt;
*[[Cyber Gabyoall]]&lt;br /&gt;
*[[Drillun]]&lt;br /&gt;
*[[Hologran]]&lt;br /&gt;
*[[Kemumakin]]&lt;br /&gt;
*[[Metall EX]]&lt;br /&gt;
*[[Nobita]]&lt;br /&gt;
*[[Petit Devil]] (Green, Yellow)&lt;br /&gt;
*[[Rabbiton]]&lt;br /&gt;
*[[Ring Ring]]&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Space Metall]]&lt;br /&gt;
*[[Tatebo]]&lt;br /&gt;
*[[Teck]]&lt;br /&gt;
*[[Tsuranattori]]&lt;br /&gt;
*[[Twin Roader]]&lt;br /&gt;
*[[Wall Blaster II]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Auto Scroller]]&lt;br /&gt;
*[[Boubou]]&lt;br /&gt;
*[[Brightman Platform]] (Green)&lt;br /&gt;
*[[Building Platform]]&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Daidine]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
*[[Frost Sled]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Rotating Spike Platform]]&lt;br /&gt;
*[[Tomahawk Platform]]&lt;br /&gt;
*[[Sideway Elevator]]&lt;br /&gt;
*[[Sign (Mega Man 8)]] (Jump, Slide)&lt;br /&gt;
*[[Sparkman Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=[[Mecha Dragon]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Corpse Party - Ray Of Hope &lt;br /&gt;
|location=[[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous=[[Ruined Lab]]&lt;br /&gt;
|next=[[Force Man (stage)|Force Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|This really is Hell|Mega Man|Upon facing the boss}}&lt;br /&gt;
'''But It Lacked the Depth To Convince Me That This is Really Hell''', sometimes shortened to '''But It Lacked the Depth''' or simply '''Lacked the Depth''', is the 26th place level in ''[[Make a Good Mega Man Level 2]]''. It contains several [[Frost Sled]] sections, as well as a few sections using [[Brightman Platform]]s and the [[Sideway Elevator]].&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
The key to this level is instruction following. When instructed to Jump, Jump or Slide, Slide, you should do just that. If you're not trying to go for buster only, make liberal use of [[Hornet Chaser]] and [[Jewel Satellite]].&lt;br /&gt;
&lt;br /&gt;
All Nobel Nickels are in the first sledding section. &lt;br /&gt;
The first Nobel Nickel is located right after the first jump. Jump immediately after landing to get it. The second one is located in the [[Hologran]] section, and will be obtained so long as you are following instructions. Jump immediately after obtaining the second one to get the third one. While upside down, jump over the [[Gravity Flip]] to obtain the fourth one, and the fifth one is on the way to the exit just after the fourth one.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Given the level name, I think you're well aware of the problems in this level, but I'm gonna state them anyways :V. First off, I'm not really sure if I can judge this level completely fairly, because I used this stage for testing due to it being one of the first submitted so I basically knew the first sled section ahead of time. But during that testing I have....vivid memories of just getting dunked into pits and getting overwhelmed every five seconds. And that's basically the issue here. The level is very intent on overwhelming you, even at some points giving you multiple sled direction sign things at the SAME time, giving you a bajillion enemies to dodge, having extremely fast autoscroll, surprising you with random Bombombs out of pits, etc. It just ends up as trial and error. And while it is satisfying to finally pull off, it's not fun to 'learn'. It's even more of a trainwreck to get the Noble Nickels. It's also really bizarre because the second sled section ends up EASIER than the first one. Honestly besides the sled sections the level is okay, I really like the downwards elevator section, but there's still a bunch of surprise attacks with stuff like Cannopellers you can't see ahead of time. It's just...not fun. I respect making the decision TO make a sled level tho :V.&lt;br /&gt;
|pyroscore = 30&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 8&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That was such a fun level! It was challenging, but it was also completely doable with some practice, especially because you placed so many checkpoints. Very important in a game with infinite lives! Those sled sections were a LITTLE bit too fast, though. Also, the Spark Man platforms during the boss didn't really have a use because you can hit the Mecha Dragon's body instead of just its head.&lt;br /&gt;
|jupiscore = 44&lt;br /&gt;
|jhdesign = 12&lt;br /&gt;
|jhfun = 9&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 5&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = Somehow I get the feeling this stage was built to be annoying, and while I was a bit annoyed in some parts I found most of the stage to be rather enjoyable. The stage overall is more a showcase of various gimmicks than anything coherent and most of the sections are executed pretty well... aside from the part where the screen goes dark which has caused me more frustration than I'd like to admit. The boss fight is one of the less hellish mecha dragons I've fought.&lt;br /&gt;
|enjlscore = 27&lt;br /&gt;
|endesign = 6&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 7&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = The concept is great and the level is mostly enjoyable, but it suffers so much from awful enemy choice in the board sections. And it doesn't really get better in-between them, as there's often extreme precision that's needed in order to avoid getting hit. At least the level looks good and the boss is pretty fun, though it still could be better.&lt;br /&gt;
|garirryscore = 34&lt;br /&gt;
|gadesign = 7&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 11&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = Most of the level is filled with poor enemy choice for the board section and certain parts in-between can have stuff that is hard to avoid. Also those NN are so densely packed.&lt;br /&gt;
|gafunnote = It's enjoyable, granted, but it gets frustrating very quickly.&lt;br /&gt;
|gacreativitynote = I liked the ideas here. Nothing too extraordinary here but I think it's still decently done.&lt;br /&gt;
|gaaestheticsnote = Looks and sounds very good.&lt;br /&gt;
|gafunctionnote = Has a game-breaking bug and some other kinda important bugs.&lt;br /&gt;
|ace = I can sum up this level's issues very quickly actually: You made the Frost Man / Wily rocket sled segments even worse. Somehow.&lt;br /&gt;
Here are the specifics: Too many beefy enemies, followed by jumps with too little warning, (the warning signs seem a bit desynced from the challenge they're associated with for me). Like, every time you used the Giant Tellies... there was just one too many for its segment. They have too much health for the situations you use them in. Not even a charged shot kills them outright!&lt;br /&gt;
And seriously... why would you include Holograns... in a rocket sled segment. What was that!? Why would you use that enemy there, you practically require clavocance to obtain the Nickels in this stage! And sometimes to even survive areas.&lt;br /&gt;
&lt;br /&gt;
The rest of the stage... simply isn't focused, or poorly implemented. The pixel perfect jump towards the end of the stage was also irritating,&lt;br /&gt;
&lt;br /&gt;
Honestly, I think had the sled segments been toned down by only a few enemies (and no darkness gimmick, please), this level would be a lot more fun than it is currently. I even played through it a few times to see if I simply didn't &amp;quot;&amp;quot;get&amp;quot;&amp;quot; it.. and I was still irritated by the third time through.&lt;br /&gt;
&lt;br /&gt;
Also, hi dev-kit boss! Erm. Yes that appeared to be even easier than it was in the original game. Good job!&lt;br /&gt;
|acescore = 26&lt;br /&gt;
|asdesign = 5&lt;br /&gt;
|asfun = 4&lt;br /&gt;
|ascreativity = 8&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* At 51 characters, But It Lacked the Depth to Convince Me That This is Really Hell has the longest name out of any ''Make a Good Mega Man Level'' entry beating out [[Quirky Unconsistent Incomprehensible Nonsensical Track]] by one character.&lt;br /&gt;
** When using Family Text Mode, this level's name is humorously changed to &amp;quot;But It Lacked the Depth To Convince Me That This is Really '''Hello Kitty'''&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Bouncy_Castle&amp;diff=28724</id>
		<title>Bouncy Castle</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Bouncy_Castle&amp;diff=28724"/>
				<updated>2025-03-28T09:07:46Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}  &lt;br /&gt;
{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Bouncy Castle&lt;br /&gt;
|rank=Disqualified&lt;br /&gt;
|image=[[File:MaGMML2-81-BouncyCastle.png]]&lt;br /&gt;
|caption=It's a bouncy world out there...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=Beed28&lt;br /&gt;
|composer=Takashi Tateishi / Jun Funahashi&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=40&lt;br /&gt;
|judge2=29&lt;br /&gt;
|judge3=34&lt;br /&gt;
|judge4=33&lt;br /&gt;
|judge5=-&lt;br /&gt;
|totalscore=34.0 (score divided by 4)&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|Above the transporters.]][[File:Nickel.png|Bikky doesn't want you to use jewel satellite, but you know better.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Batabattan]]&lt;br /&gt;
*[[Ben K]]&lt;br /&gt;
*[[Bikky]]&lt;br /&gt;
*[[Bomb Thrown]]&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Camon]]&lt;br /&gt;
*[[Cannon]]&lt;br /&gt;
*[[Caricarry]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Cyber Gabyoall]]&lt;br /&gt;
*[[Dachone]]&lt;br /&gt;
*[[Fan Fiend]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Gachappon]]&lt;br /&gt;
*[[Giree]]&lt;br /&gt;
*[[Metall Dance]]&lt;br /&gt;
*[[Metall EX]]&lt;br /&gt;
*[[New Shotman]]&lt;br /&gt;
*[[Pickelman Bull]]&lt;br /&gt;
*[[Peterchy]]&lt;br /&gt;
*[[Petit Devil]] (Green, Yellow)&lt;br /&gt;
*[[Ratton]]&lt;br /&gt;
*[[Returning Sniper Joe]]&lt;br /&gt;
*[[Rock Thrown]]&lt;br /&gt;
*[[Sonic Bill]]&lt;br /&gt;
*[[Tadahou]]&lt;br /&gt;
*[[Tatebo]]&lt;br /&gt;
*[[Tatepakkan]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
*[[Walking Bomb]]&lt;br /&gt;
*[[Yaffu]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Bouncy Tile]]&lt;br /&gt;
*[[Count Bomb]]&lt;br /&gt;
*[[Destroyable Block]] ([[Jewel Satellite]])&lt;br /&gt;
*[[Drill Boulder]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Fork Block]]&lt;br /&gt;
*[[Guts Lift]]&lt;br /&gt;
*[[Rotating Spike Platform]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Hot Dog]]&lt;br /&gt;
*[[Metall Potton]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Boundin' Crash Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Cocoron - Stage Theme 1&amp;lt;br&amp;gt;'''Boundin' Crash Man:''' Teenage Mutant Ninja Turtles - Boss&lt;br /&gt;
|location=[[Tier 8 (MaGMML2)|Tier 8]]&lt;br /&gt;
|previous=[[Conveyor Mayhem]]&lt;br /&gt;
|next=[[Aurora Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Whee! I don't know what's making the world bounce up and down so much, but standing here riding it out is so much fun!|[http://megaman.wikia.com/wiki/Mega_Man_Volnutt Mega Man Volnutt]|In-level NPC.}}&lt;br /&gt;
'''Bouncy Castle''' is a level in ''[[Make a Good Mega Man Level 2]]''. The core feature of the stage involves the whole level bouncing up and down at set intervals, throwing the player, items, and enemies into the air.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notably, it is the only entry in the contest to be disqualified, due to the screen bouncing causing severe motion sickness to [[ACESpark]], preventing it from being judged properly. [[Motion Sickness Man]] is present outside the level's entrance to warn players about the nausea inducing gimmick, along with an ON/OFF switch that shuts off the gimmick altogether instead of merely placing a [[Skip Teleporter]] inside.&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Oh my god this level is the most unfocused thing in the universe and I love it for that. It just takes its gimmick and RUNS with it. There's like half the enemies in the game used and they're just bouncing up and down everywhere and it's the dumbest thing ever. My experience with playing the level was basically just 'oh my god it's this enemy' 'oh no how is it gonna use this' it just keeps you on your toes it's just so great. I do have some issues with the design though, namely the first section and the boss. The first section is by far the weakest part of the level, mostly because of the sniper joe setup which just takes a literal eternity to get through and it's really difficult to actually take care of? The level really picks up after it, though, because it really just RUNS with the gimmick. There's alternate paths and tons of stuff and even with how wacky the level gets with its theme jumping all over the place and it using like half the devkit enemies it still manages to create coherent gameplay with it, mostly because the rooms themselves have specific ideas and it isn't just a free for all for the whole level. Fav is definitely the Knight Man room, it's just ridiculously fun to just have SO MUCH BOUNCING. Boss tho, I'm not a huge fan of? The raining bomb attack is fine, but the shield attack seems very inconsistent to actually dodge because you can't guarentee that the attack and the bouncy castle gimmick will line up with its timing. The good definitely outweighs the bad tho and it's a really fun level.&lt;br /&gt;
|pyroscore = 40&lt;br /&gt;
|spdesign = 11&lt;br /&gt;
|spfun = 9&lt;br /&gt;
|spcreativity = 10&lt;br /&gt;
|spaesthetics = 5&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = Yes&lt;br /&gt;
|jupi = I'm sorry but I don't think this gimmick was thought through enough. The bounciness often sends you flying straight into enemy attacks, and vice versa. There also didn't seem to be a pattern between the 'times' of bounciness, making it even harder to get around. It felt like the stage was made normally and then the bounce effect was added later.&lt;br /&gt;
|jupiscore = 29&lt;br /&gt;
|jhdesign = 5&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 14&lt;br /&gt;
|jhaesthetics = 4&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|enjl = Unfortunately, most of my enjoyment in this level got quickly overshadowed by the unpredictable nature of the bouncy castle, which lies both at the core of the level but is also what makes it hard for me to enjoy the level to its fullest. While I love the bouncing effects and really like the setups you provide that are built around this mechanic, such as in the opening room or the fan area of the castle section, big chunks of the level didn't seem to be particularily bult around the mechanic. Aside from that, if I were able to predict the timing and height of my jumps more accurately, planning around the enemies' bounces would've been a lot easier and more consistent, making the level overall fairer and more strategically oriented. All this needs is a bit more telegraphing as to when a bounce happens. Taking away the initial bounce's effect and having it be purely visual might be enough. As it stands, though, while I like the concept of the level and had some silly fun by just bouncing all over the place, my method for actually advancing in this level is staying away from the ground as much as possible and otherwise playing the level like any other.&lt;br /&gt;
|enjlscore = 34&lt;br /&gt;
|endesign = 6&lt;br /&gt;
|enfun = 6&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = Although the idea behind this level is really interesting, it ironically ruins it for me. There's generally little wrong with the level itself, it looks pretty, the level design is fair, it's fun overall, but having Mega Man constantly bounce around makes it hard to make jumps over pits or hit enemies, and shortly after, you find yourself tired from all of this. Honestly I feel like removing the main gimmick altogether would just improve the level overall.&lt;br /&gt;
|garirryscore = 33&lt;br /&gt;
|gadesign = 8&lt;br /&gt;
|gafun = 4&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 4&lt;br /&gt;
|gadesignnote = I'm not sure how great it is. With the bouncing mechanic, it feels like everything is hard to control, dealing with enemies can be a nuisance and ultimately it's not that great.&lt;br /&gt;
|gafunnote = It was fun bouncing around for a bit, but it became very quickly annoying. &lt;br /&gt;
|gacreativitynote = Brilliant idea. Not executed as well, but the idea itself is marvelous.&lt;br /&gt;
|gaaestheticsnote = Excellent (not counting the bouncing here)&lt;br /&gt;
|gafunctionnote = It feels weird at time, but ultimately works fine.&lt;br /&gt;
|ace = This level made me physically ill about a minute into it. &lt;br /&gt;
Therefore I am unable to give it a fair review, as I am unable to play it. It was a very clever idea, but somehow in execution it's... unbearable. &lt;br /&gt;
You have too much motion going on I think is the problem, and vertical motion is not something certain people suffering with motion sickness can deal with. &lt;br /&gt;
I'm kind of glad we caught this early, we don’t want to make the playbase unwell.&lt;br /&gt;
|acescore = -&lt;br /&gt;
|asdesign = -&lt;br /&gt;
|asfun = -&lt;br /&gt;
|ascreativity = -&lt;br /&gt;
|asaesthetics = -&lt;br /&gt;
|asfunction = -&lt;br /&gt;
|asskip = Yes&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* When the level was in development, the bouncing effect used to be constant and more intense instead of occurring in set periods, this was changed as several people became nauseous when an initial beta of the level was offered for testing. The original bouncing effect can be seen using the Beta Bouncy Castle [[Cheat|cheat]].&lt;br /&gt;
* The original level name was meant to be '''Bouncy Calamity''' during submission, but it was misnamed after the level was inserted.&lt;br /&gt;
* Spring Man's dialogue in the [[Main Hub]] alludes to Bouncy Castle.&lt;br /&gt;
* This is one of two levels to be flat-out unrated by one of the judges, the other being [[Objective: Vain Space]].&lt;br /&gt;
** Unlike Vain Space, this level's total did not count the rating as a zero, instead leaving the rating untouched and taking the average of the four judges who did rate the level.&lt;br /&gt;
* The bounce effect was later used for one of [[The Moon]]'s attacks in his second phase, albeit with the screen shake heavily toned down. Ironically, the boss in question was programmed by ACESpark, who was unable to play through Bouncy Castle.&lt;br /&gt;
** Coincidentally, both Bouncy Castle and The Moon utilise assets from the Famicom game ''Cocoron'' (the music and boss sprite retrospectively).&lt;br /&gt;
* [[:File:BouncyCastle.gif|Click here to view the bouncing in action. (Motion Sickness Warning)]]&lt;br /&gt;
* When playing the stage with the bouncing effect off, Mega Man Volnutt has alternate dialogue, referencing the games ''Earthbound'' and ''Undertale'':&amp;lt;br/&amp;gt;&amp;quot;It's a beautiful day today.&amp;lt;p&amp;gt;Birds are singing, flowers and blooming...&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;On days like these, kids like you...&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;...should be telling Capcom to make another ''Legends'' game! It can't be that hard now, can it?&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 8}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Make a Good Mega Man Level 2 Entries]][[Category:Tier 8 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Ancient_Tomb&amp;diff=28723</id>
		<title>Ancient Tomb</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Ancient_Tomb&amp;diff=28723"/>
				<updated>2025-03-28T09:02:10Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Ancient Tomb&lt;br /&gt;
|rank=75th&lt;br /&gt;
|image=[[File:Ancient-TombIntro.PNG|250px]] &lt;br /&gt;
|caption=This looks familiar...&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[NinjaUmbreon]]&lt;br /&gt;
|composer=Rushjet1&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=13&lt;br /&gt;
|judge2=15&lt;br /&gt;
|judge3=17&lt;br /&gt;
|judge4=0&lt;br /&gt;
|judge5=7&lt;br /&gt;
|totalscore=10.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Battonton]]&lt;br /&gt;
*[[Haehaey]]&lt;br /&gt;
*[[Mummira]]&lt;br /&gt;
*[[Neo Metall]]&lt;br /&gt;
*[[Rembakun]]&lt;br /&gt;
*[[Ring Ring]]&lt;br /&gt;
*[[Sasoreenu]]&lt;br /&gt;
*[[Skeleton Joe]]&lt;br /&gt;
*[[Taketento]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Hover]]&lt;br /&gt;
*[[Quicksand]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Tama]]&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 4 - Pharaoh Man's Theme&lt;br /&gt;
|location=[[Tier 1 (MaGMML2)|Tier 1]]&lt;br /&gt;
|previous=[[The Fall]]&lt;br /&gt;
|next=[[Wily Tower]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|A dev-kit level. I'll steal it! NO ONE WILL EVER KNOW!|Dan Backslide|ACESpark's Judge Comment for this level}}&lt;br /&gt;
==Overview==&lt;br /&gt;
This level became infamous when shown due to it just being Pharaoh Man's stage with a few new enemies and extremely minimal changes to the layout. Pharaoh Man's level was even included with the devkit participants used to create levels, furthering the laziness of the level (though, bafflingly, this level does not include Pharaoh Man himself despite being in the original devkit level). It has been often wondered by players and the judges themselves, looking back on it, how the level didn't get disqualified for plagiarism.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
It's basically Pharaoh Man's level, but with a few differences and a new enemy or two. With no boss. Just blast through everything with Triple Blade.&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It's a blatant edit of Pharaoh Man's stage. The beginning part is kind of different and honestly I kinda like it more than the original level because original was just flat and lots of annoying scorpions but here there's some variety. After that the level doesn't even try to hide the fact that it's a blatant edit where there's literally just the original section but with like one random out of place enemy added. There's just a miniboss fight with Tama out of nowhere. There's like one random Rembakun added in the final stretch and that's all the changes. Um. Uhh. Yeah.&lt;br /&gt;
|pyroscore = 13&lt;br /&gt;
|spdesign = 1&lt;br /&gt;
|spfun = 3&lt;br /&gt;
|spcreativity = 1&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = This was basically Pharaoh Man's stage with a few more enemies, nothing else. The fact that there was no Pharaoh Man boss at the end only made it more disappointing. Come on man, that boss was even in the devkit! Also, one of the Hovers failed to spawn and I had to use Rush Jet, but I'm not sure that's your fault or the game's.&lt;br /&gt;
|jupiscore = 15&lt;br /&gt;
|jhdesign = 3&lt;br /&gt;
|jhfun = 5&lt;br /&gt;
|jhcreativity = 0&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = While this stage is fun to play, I don't believe that much of it was actually original, since... it's basically a less interesting version of Pharaoh Man's stage. I don't really have anything to add here, to be honest. That basically sums it up.&lt;br /&gt;
|enjlscore = 17&lt;br /&gt;
|endesign = 1&lt;br /&gt;
|enfun = 7&lt;br /&gt;
|encreativity = 0&lt;br /&gt;
|enaesthetics = 4&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = When I play a level, I'm expecting something new and original, not a blatant duplicate of an existing devkit stage. So I'm refusing to judge this level. Enjoy the 0 points.&lt;br /&gt;
|garirryscore = 0&lt;br /&gt;
|gadesign = 8&lt;br /&gt;
|gafun = 4&lt;br /&gt;
|gacreativity = -21&lt;br /&gt;
|gaaesthetics = 4&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Meh. Level design seems okay, there's not really that much bullshit elements. Enemies aren't placed too badly, but most of them are either not threatening at all or are hard to avoid. There are two subsections that annoyed me, but it's no big deal. I don't know what else to say tbh.&lt;br /&gt;
|gafunnote = Eh… I'm not sure how much fun it is to go through a stage that's basically Pharaoh Man. I enjoyed it, but for me it just feels like I was playing Pharaoh Man's stage itself. I almost kept forgetting that this was modified and I wasn't even certain if the original was like this. Other than that it was enjoyable I guess.&lt;br /&gt;
|gacreativitynote = Do I have to say anything? This level is straight-up a rip-off of Pharaoh Man. No creativity was used, and while it could have been an interesting edit, is just a boring rip-off.&lt;br /&gt;
|gaaestheticsnote = Didn't stand out to me too much. Once again it's so similar to Pharaoh Man it's hard to enjoy the graphics. But the music is kick-ass.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = [[File:MaGMML2-AncientTomb.png]]&lt;br /&gt;
|acescore = 7&lt;br /&gt;
|asdesign = 0&lt;br /&gt;
|asfun = 1&lt;br /&gt;
|ascreativity = 0&lt;br /&gt;
|asaesthetics = 4&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This is the only level in the second game to outright get a score of 0 from any of the judges.&lt;br /&gt;
** Notably, according to the rubric of the judge in question ([[Garirry]]), this was not because the judge gave the level a score of 0 in every category, but rather because the judge gave it -21 points in Creativity; exactly enough to subtract the sum of the points given in the other four categories.&lt;br /&gt;
* ACESpark's judge review references the Merry Melodies cartoon short &amp;quot;The Dover Boys at Pimento University&amp;quot; and its antagonist, Dan Backslide.&lt;br /&gt;
* Despite popular belief, the layout of Ancient Tomb is neither a direct copy of Pharaoh Man's stage nor its devkit recreation. It is, however, similar enough in concept and layout to constitute plagiarism in any case.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 1}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 1 Stages]][[Category:Stages without Collectables]][[Category:Make a Good Mega Man Level 2 Entries]][[Category:Make a Good Mega Man Level 2]][[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=AD_2101&amp;diff=28722</id>
		<title>AD 2101</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=AD_2101&amp;diff=28722"/>
				<updated>2025-03-28T08:59:36Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=AD 2101&lt;br /&gt;
|rank=44th&lt;br /&gt;
|image=[[File:MaGMML2-44-AD2101.png]]&lt;br /&gt;
|caption=FOR GREAT JUSTICE!! And Everlasting Peace!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[awd42]]&lt;br /&gt;
|composer=Tatsuya Uemura&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=28&lt;br /&gt;
|judge2=29&lt;br /&gt;
|judge3=19&lt;br /&gt;
|judge4=39&lt;br /&gt;
|judge5=27&lt;br /&gt;
|totalscore=28.4&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|Hidden behind blue sheep blocks.]][[File:Nickel.png|Among quick lasers, slide!]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Garyoby]]&lt;br /&gt;
*[[Lyric]]&lt;br /&gt;
*[[Mousubeil]]&lt;br /&gt;
*[[New Shield Attacker]]&lt;br /&gt;
*[[Subeil]]&lt;br /&gt;
*[[Sumatran]]&lt;br /&gt;
*[[Telly]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Conveyor]] (MM6 Knight)&lt;br /&gt;
*[[Daidine]]&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Gravity Flip]]&lt;br /&gt;
*[[Quick Laser]] (instant-kill)&lt;br /&gt;
*[[Sheep Block]]&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Gamarn and Gamadayu]]&lt;br /&gt;
*[[Tama]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[CATS]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Zero Wing - Open Your Eyes&amp;lt;br&amp;gt;'''CATS:''' Zero Wing - Introduction (part 1)&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous=[[A Mega Man for All Seasons]]&lt;br /&gt;
|next=[[Starman Recreation]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|HOW ARE YOU GENTLEMAN!? ALL YOUR [[Bass|BASS]] ARE BELONG TO US.|[[CATS]]|delivering his infamous line}}&lt;br /&gt;
'''AD 2101''' is the 44th place level in ''[[Make a Good Mega Man Level 2]]''. Set in a rendition of Plug Man's stage with elements of Quick Man's stage, the level is themed after ''[https://en.wikipedia.org/wiki/Zero_Wing Zero Wing]''.&lt;br /&gt;
&lt;br /&gt;
==Strategy== &lt;br /&gt;
The player starts in a room with a [[Telly]] spawner. The next room also spawns some Tellies, along with a sliding section with [[Yoku Block|Yoku Blocks]] over death spikes, with a [[Mousubeil]] in between them. Eliminate any obstructing enemies, time your slide with the Yoku Blocks, then slide under the death spikes you just passed over (taking out the [[Subeil]] and any more Tellies on the screen first for good measure). Take care to destroy the [[New Shield Attacker]] and collect the health and bolts it was guarding before dropping to the next screen. The next few screens are more or less a mirrored version of the first [[Quick Laser]] drop from Quick Man's stage. Be sure to hang a left after the staircase bit to grab some goodies protected by [[Sheep Block|Sheep Blocks]], most notably the stage's first [[Noble Nickel]]. The next screen is a checkpoint, so if you miss out you'll have to exit and restart the stage to get another chance.&lt;br /&gt;
&lt;br /&gt;
The next screen uses gravity flippers to invert you briefly. After climbing up (down?) the ladder, be sure to make a running jump for the next gravity inverter to avoid landing in the spikes, then quickly negotiate the Concrete Man platforms. Just past this section is a [[Tama]], followed by a pair of [[Sumatran|Sumatrans]]. After dealing with the cats, you'll run into a portrait of CATS (Geddit?) and your gravity will be inverted again. The following section is, again, a reversed version of Quick Man's second Quick Laser drop, only since you're inverted now it's also upside down too. Like before, the second Noble Nickel is in this section, in one of the chutes the Quick Lasers travel through, so be quick about grabbing on your way up. If you do get hit, however, the Quick Lasers are thankfully not instant death.&lt;br /&gt;
&lt;br /&gt;
You might be done with the Quick Lasers, but you'll have to go through one more Yoku Block puzzle before you can be right-side-up again. At the final jump, be sure to hit the gravity inverter at the apex of your jump or you'll land in the spike wall. Feet on the ground again, head into the next section to face the miniboss, [[Gamarn and Gamadayu]]. After defeating them, there's one last major hurdle before the boss: a trio of Daidine platforms surrounded by [[Lyric|Lyrics]]. In the upper left is a 1-Up and a message from Dr. Light: &amp;quot;Sometimes one is only able to proceed by testing the boundaries of their current predicament.&amp;quot; To proceed, shoot out the Dust block underneath the spikes while riding the final platform, then slide through the gap once the platform reaches the wall. The final obstacle in the stage is a pipe that spawns Tellies at both ends, but if you're fast you'll get by it before it ever becomes a problem. After that, all that's left is CATS.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = It's an &amp;quot;unfocused string of ideas&amp;quot; kind of level. There's no real theme to anything, and there's basically no difficulty curve, it's just setups that exist. I do like some of the setups, like how the Mousubeil interacts with the Yoku Blocks near the beginning, and the 'sliding on the spin platform' setup right at the end, but the rest just feels...there. The Quick Laser drops are just the ones from Quick Man's stage but slighty tweaked, though I will admit I found it really funny how you made the second one be in reverse grav for no reason. The boss is pretty dumb, because it's a pretty blatant edit of Pharaoh Man but more annoying because he deals more damage and shoots more projectiles. Though the dialogue before the fight was pretty funny. But uuh, yeah It's just really a messy, unfocused level overall. Also, memes.&lt;br /&gt;
|pyroscore = 28&lt;br /&gt;
|spdesign = 6&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 8&lt;br /&gt;
|spaesthetics = 4&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = That was a weird level, but it was kinda fun. It was like a mashup of Plug Man's and Quick Man's stages, with elements from others thrown in. I appreciated how the Force Beam sections had enough of a delay that the player could react without having to memorize the level. I liked the use of the Yoku blocks, but the last puzzle was REALLY hard compared to the rest of the level. The boss was cool, but it felt like its hitbox wasn't big enough. A lot of my shots seemed to go through its head.&lt;br /&gt;
|jupiscore = 29&lt;br /&gt;
|jhdesign = 8&lt;br /&gt;
|jhfun = 7&lt;br /&gt;
|jhcreativity = 7&lt;br /&gt;
|jhaesthetics = 3&lt;br /&gt;
|jhfunction = 4&lt;br /&gt;
|enjl = This level is kinda all over the place, with the only reoccuring theme being the quick lasers. I hadn't recognised the 2nd segment as such, causing a death the first time I arrived there. Upon closer inspection it turns out that that section is just upside down Quick Man stage... so yeah. Despite its lack of direction, the stage still was fun, with some neat challenges scattered throughout. I'm not a biggest fan of the dialogue at the end, finding it more distracting and awkward than funny, but *shrugs*. There's also a somewhat broken ladder near the first checkpoint, I wonder what happened there...&lt;br /&gt;
|enjlscore = 19&lt;br /&gt;
|endesign = 4&lt;br /&gt;
|enfun = 5&lt;br /&gt;
|encreativity = 3&lt;br /&gt;
|enaesthetics = 3&lt;br /&gt;
|enfunction = 4&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = I really like what the author did here. The Quick Man sections were used in a creative way and I liked the other ideas here. However, the boss is just a lazy clone of Pahraoh Man. Anyway, moving along, the level design is fairly solid, with fair enemy and obstacle placement, however the stage just isn't super interesting. Regardless, it was definitely a fun level.&lt;br /&gt;
|garirryscore = 39&lt;br /&gt;
|gadesign = 10&lt;br /&gt;
|gafun = 7&lt;br /&gt;
|gacreativity = 12&lt;br /&gt;
|gaaesthetics = 5&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = Pretty good! Most of the level design is fairly solid, and I don't recall many cheap spots. Not very interesting though.&lt;br /&gt;
|gafunnote = I really liked this one, but it was nothing spectacular, unfortuntaely.&lt;br /&gt;
|gacreativitynote = I liked the ideas here. I really liked the Quick Man + Plug Man ideas. Boss is a clone of Pharaoh Man though.&lt;br /&gt;
|gaaestheticsnote = Great.&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|ace = Zero Wing and Mega Man. Who'da thunk it? Did you go on an archaeological dig to get this meme, buddy?&lt;br /&gt;
The stage is pretty solid, overall, I think, although there are some questionable portions: Namely - why' d you just straight up copy the layout of Quick Man? Did you think we wouldn't notice? You're supposed to submit your own work!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy pasta aside, the new sections of this stage aren't half bad, I just wish there were more of those rather than the filler, and I have very few complaints about the rest of the stage, and the challenges are fun!&lt;br /&gt;
The combination of the Gravity Flip and Concrete Platforms is actually rather neat, the level should've straight up had more of this kind of thing.&lt;br /&gt;
Graphically, there's some major weirdness going on, you probably should've just straight up either used a tileset from Zero Wing, or modified the Zero Wing graphics to match Plug Man's stage. It looks so weird, it takes you out of the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pharaoh CATS is... a snippy concept, but not quite sharp enough in execution. He needed some more modifications than he currently has to be a fun fight. Randomly thrown Rolling Cutters don't really cut it. And he's not the sort of character who tries to make paper dolls out of Mega Man anyway, so this battle is isn't quite the cutting edge that CATS as a character deserves. I know he wasn't exactly a cut above the rest in his source game, but surely the memelord status of this guy should've meant going all out on the boss, and I was really hoping the battle would've been a shear delight rather than the blunted edge that it currently is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh, er, Meow, I guess.&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 8&lt;br /&gt;
|asfun = 7&lt;br /&gt;
|ascreativity = 5&lt;br /&gt;
|asaesthetics = 2&lt;br /&gt;
|asfunction = 5&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The dialogue between Mega Man, Bass and CATS at the start of the boss fight is a reference to Zero Wing's infamously poor English translation.&lt;br /&gt;
* Using [[Slash Claw]] or [[Flash Stopper]] against CATS will cause him to shout &amp;quot;SLASH!&amp;quot; and &amp;quot;FLASH!&amp;quot; respectively.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Make a Good Mega Man Level 2 Entries]][[Category:Tier 5 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=28721</id>
		<title>A Mega Man for All Seasons</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=A_Mega_Man_for_All_Seasons&amp;diff=28721"/>
				<updated>2025-03-28T08:58:14Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo&lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=A Mega Man For All Seasons&lt;br /&gt;
|rank=45th&lt;br /&gt;
|image=[[File:MaGMML2-45-AMegaManForAllSeasons.png|256px]]&lt;br /&gt;
|caption=“One of the greatest problems of our time is that many are schooled but few are educated.”&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 2]]''&lt;br /&gt;
|creator=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|composer=[[Z-Saber (user)|Z-Saber]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Judge Order Reminder:&lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=2&lt;br /&gt;
|judge1=26&lt;br /&gt;
|judge2=19&lt;br /&gt;
|judge3=39&lt;br /&gt;
|judge4=30&lt;br /&gt;
|judge5=27&lt;br /&gt;
|totalscore=28.2&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:Nickel.png|In the season of dead leaves, hidden in the room behind More...]][[File:Nickel.png|When nature's great blanket is draped across the land, consider the catacombs More regards.]][[File:Nickel.png|In verdurous times, consider the banner above More.]][[File:Nickel.png|In the sweltering heat, the barrel contains a cool refreshment.]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Au-Au]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Beak]]&lt;br /&gt;
*[[Bomber Pepe]]&lt;br /&gt;
*[[Brain Break]]&lt;br /&gt;
*[[Butterdroid]]&lt;br /&gt;
*[[Chibee]]&lt;br /&gt;
*[[Claw]]&lt;br /&gt;
*[[Cocco]]&lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[Docron]]&lt;br /&gt;
*[[Fire Boy]]&lt;br /&gt;
*[[Fire Telly]]&lt;br /&gt;
*[[Flea]]&lt;br /&gt;
*[[Gabgyo]] (swim)&lt;br /&gt;
*[[Hopps]]&lt;br /&gt;
*[[Lightning Lord]]&lt;br /&gt;
*[[Mummira]]&lt;br /&gt;
*[[Pandeeta]]&lt;br /&gt;
*[[Peng]]&lt;br /&gt;
*[[Penpen EV]]&lt;br /&gt;
*[[Pierrobug]]&lt;br /&gt;
*[[Pipi]]&lt;br /&gt;
*[[Rackaser]]&lt;br /&gt;
*[[Screw Bomber]]&lt;br /&gt;
*[[Shrink]]&lt;br /&gt;
*[[Skull Walker]]&lt;br /&gt;
*[[Swallown]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Chill Man Block]]&lt;br /&gt;
*[[Cossack Snow]]&lt;br /&gt;
*[[Falling Platform]] (MM2)&lt;br /&gt;
*[[Hover]]&lt;br /&gt;
*[[Ice Platform]]&lt;br /&gt;
*[[Plantman Platform]]&lt;br /&gt;
*[[Press]]&lt;br /&gt;
*[[Quicksand]]&lt;br /&gt;
*[[Spring]]&lt;br /&gt;
*[[Teckyun]]&lt;br /&gt;
*[[Toad Rain]]&lt;br /&gt;
*[[Water Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Squidon]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Komuso Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 2 - Bubble Man (Various arrangements by Z-Saber)&lt;br /&gt;
|location=[[Tier 5 (MaGMML2)|Tier 5]]&lt;br /&gt;
|previous=[[Quint Stage]]&lt;br /&gt;
|next=[[AD 2101]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Sir More, I presume. Hast ye any last words?|[[Komuso Man|Executioner]]|the boss of the level.}}&lt;br /&gt;
'''A Mega Man For All Seasons''' is the 45th place level in ''[[Make a Good Mega Man Level 2]]''. The level is based on the 1966 film ''[https://en.wikipedia.org/wiki/A_Man_for_All_Seasons A Man for All Seasons]'', which depicts the final years of 16th century Lord Chancellor of England, Sir Thomas More. The passage of time is a central theme of the level, with [[Mega Man]] traversing through the Tower of London four separate times, each time set in a different season during the year leading up to More's death.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If *I* can beat it, you can too!&amp;quot; - Z-Saber&lt;br /&gt;
&lt;br /&gt;
All of this level's Noble Nickels are in the lower areas that have Sir Thomas More's cell in them.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment2&lt;br /&gt;
|pyro = Cute little level, though I do feel it kinda decreased in quality at the end and sorta became a mess. I liked the initial room with the setups with the Mummiras, but later rooms just kinda felt like enemy spam, especially the spring (?) one with the chicken enemies. The level is pretty short, so there isn't really much to say, though in the winter and spring sections it looked really weird when there was snow and rain that didn't animate. The idea is cool, and the dialogue with Thomas More and the executioner is funny, but there's not that much level design to go with it, and what is there is just okay. There's some weird enemy placement throughout, like, there's a Lightning Lord at the start you can just snipe from the ladder and never poses an actual threat, among other things. It's a cute and good attempt, but I feel like it just needed more content in general and needed a better central focus.&lt;br /&gt;
|pyroscore = 26&lt;br /&gt;
|spdesign = 7&lt;br /&gt;
|spfun = 5&lt;br /&gt;
|spcreativity = 6&lt;br /&gt;
|spaesthetics = 3&lt;br /&gt;
|spfunction = 5&lt;br /&gt;
|spskip = No&lt;br /&gt;
|jupi = As time went on, this level made less and less sense, and the enemy placement felt very spammy. The 3rd part was especially weird and nonsensical, with all the random flying shrimp. The graphics were pretty messy, especially the 4th section with the random sand everywhere. Overall, the time travel thing is neat, but it kinda feels like the level just copied the same section 4 times and changed the enemies around every time, sometimes adding more hazards. The gimmick started off nicely, but the level just feels really rushed, especially towards the end. Overall, good concept, bad execution.&lt;br /&gt;
|jupiscore = 19&lt;br /&gt;
|jhdesign = 6&lt;br /&gt;
|jhfun = 3&lt;br /&gt;
|jhcreativity = 8&lt;br /&gt;
|jhaesthetics = 1&lt;br /&gt;
|jhfunction = 1&lt;br /&gt;
|jhskip = No&lt;br /&gt;
|enjl = The plot in this level is what made it for me tbh. Throwing Mega Man into this timeline like that is pretty silly and while it is just the same few rooms over and over with a slight twist on it I found myself just smiling at the charm nonstop. I wonder how this level could've done more to mix things up. It tries its best by introducing elements like water and quicksand, though I found them to be more of a hassle than an addition to the formula, and while it did shake the environment up it went away before I was able to get accustomed to it. In a sense, I like the janky, rapidly changing environment that tries to get in the player's way over and over with different methods, I'm just thinking if there was a layout that would've allowed for more customisation between seasons... Sorry for rambling. Really fun level!&lt;br /&gt;
|enjlscore = 39&lt;br /&gt;
|endesign = 8&lt;br /&gt;
|enfun = 9&lt;br /&gt;
|encreativity = 12&lt;br /&gt;
|enaesthetics = 5&lt;br /&gt;
|enfunction = 5&lt;br /&gt;
|enskip = No&lt;br /&gt;
|garirry = It's a nice little stage. I liked the main concept behind it and I'm surprised that the seasons gimmick wasn't used in any other level. I also liked the boss choice and mini-plot. However, this level has many problems. Looking at the primitive stage layout as well as the bad enemy placement, I can say that I don't like the level design here. Additionally, I felt that getting through the same stage with minor variations four times was tiring. Also, the tiles are really broken and don't look good at times. Decent level overall, but it could be better.&lt;br /&gt;
|garirryscore = 30&lt;br /&gt;
|gadesign = 6&lt;br /&gt;
|gafun = 6&lt;br /&gt;
|gacreativity = 10&lt;br /&gt;
|gaaesthetics = 3&lt;br /&gt;
|gafunction = 5&lt;br /&gt;
|gadesignnote = It's kinda meh. It's nothing too cheap or unfair, but it just doesn't feel like it's well built, with the stage layout and enemy placement being kinda random.&lt;br /&gt;
|gafunnote = I admit it was enjoyable. However, playing through the same design four times was kinda irritating.&lt;br /&gt;
|gacreativitynote = I really liked the concept here and I'm kinda surprised that nobody else used it. I liked the main idea behind the boss choice.&lt;br /&gt;
|gaaestheticsnote = It could be better. There are tiles that are just placed at random, and other broken tiles...&lt;br /&gt;
|gafunctionnote = Works just fine.&lt;br /&gt;
|gaskip = No&lt;br /&gt;
|ace = This has to be the just about the oddest Mega Man stage I have ever played.&lt;br /&gt;
I mean, for all the issues, it's not without charm, and I personally found it entertaining... probably for the same reasons you chose to do such a thing, actually. I dig this area of history, and found the entire thing rather fascinating! The item hunt for the Nickels was pretty cool too, they're not hard, but they are neat 'can you spot the stray pixel clue', or 'spot this tiny hint' challenges.&lt;br /&gt;
The whole concept behind revisiting an area several times over the seasons was, great. It's almost handled well enough.. but not quite, as the further you get into the level, the less sense the obstacles make. Enemy selection was also all over the place, but not terrible, just some odd choices every so often. &lt;br /&gt;
&lt;br /&gt;
Neat idea aside, this stage does have some glaring issues: There is a complete lack of challenge, outside of maybe the Squiddon mid-boss, and far, far, far too many power ups around the place make an already easy stage even easier!&lt;br /&gt;
By far the most noticeable problem is... I am not sure what is going on with the graphics here. For every well chosen tile there is two really weird choices, and the level almost feels like you're playing a glitched stage. I get the general look of the stage and what each bit is supposed to mean, but it looks so bizarre, and does not help the stage at all.&lt;br /&gt;
&lt;br /&gt;
I also feel really sorry for Komuso Man right now. I'm not sure why he was stripped of his hit invincibility here.&lt;br /&gt;
There is also a potential soft lock in this fight, if Komuso isn't killed in time, he'll run out of the arena, and leave Mega Man stranded. Whoops, you, er, kind of needed a wall in this battle.&lt;br /&gt;
This was certainly an interesting level, I'd be interested to see what other weird ideas you could come up with next!&lt;br /&gt;
|acescore = 27&lt;br /&gt;
|asdesign = 6&lt;br /&gt;
|asfun = 9&lt;br /&gt;
|ascreativity = 9&lt;br /&gt;
|asaesthetics = 1&lt;br /&gt;
|asfunction = 2&lt;br /&gt;
|asskip = No&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* This level was Z-Saber's first ever attempt at level design. She is especially proud of the Dr. Light/More animation.&lt;br /&gt;
* The movie-based pun of the title came first, and then she built the level around that pun.&lt;br /&gt;
* Z-Saber is a huge fan of edutainment, and hopes players learn a bit of history while playing by reading the sign at the start of each season, and by interacting with More. &lt;br /&gt;
* All but the last line of More's dialogue is lifted directly from his secular socio-political satire, &amp;quot;Utopia.&amp;quot; These quotes were specifically selected due to their continued relevance to modern day governance. More's parting line is a tongue-in-cheek reference to what was once erroneously credited as his irl final witticism.&lt;br /&gt;
* A Mega Man for All Seasons was mentioned by name in a [https://www.rockpapershotgun.com/make-a-good-mega-man-level-2 Rock Paper Shotgun review of  ''MaGMML2''], which mischaracterized the level as a statement about religion and capital punishment.&lt;br /&gt;
* Z-Saber took an artistic, collage approach to tiling the level by combining multiple sets to get the overall look she wanted, layering and piecing partial tiles for details, and viewing assets as what they have the potential to be rather than what they have been used for in the past. While some players have complimented elements of this design choice, such as the guillotine in the boss area, her aesthetic has also been dismissed as &amp;quot;glitchy&amp;quot; by tile set purists.&lt;br /&gt;
* Z-Saber personally remixed different versions of the level song for each season in order to better evoke the atmosphere of each time of year, thus winter is slow and plodding, while summer is upbeat and bright. &lt;br /&gt;
* The enemies used for the level were chosen because they tangentially relate to the season they appear in: fall has Halloween-esque assailants, winter has cold-dwelling fauna, spring brings umbrellas and spring chickens, and summer is all about the beach. &lt;br /&gt;
* Z-Saber has stated that the Komuso Man lacks invincibility frames to make him easier. As someone who is notoriously bad at platformers, she wanted to make a level even she could beat.&lt;br /&gt;
* A Mega Man for All Seasons was the last level to be submitted to ''MaGMML2'', having been sent in on the last possible day for submissions, getting a maximum score average penalty of -20. The highest average this level could have scored would have been a 30, but it ended up getting a 28.2 average.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 5}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 5 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Blocky_(Everything%27s_Blowing_Up)&amp;diff=28720</id>
		<title>Blocky (Everything's Blowing Up)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Blocky_(Everything%27s_Blowing_Up)&amp;diff=28720"/>
				<updated>2025-03-28T05:42:01Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: Redirected page to Blocky&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT: [[Blocky]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Blocky&amp;diff=28719</id>
		<title>Blocky</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Blocky&amp;diff=28719"/>
				<updated>2025-03-28T05:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: A bit overdue to be put here, I think.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Blocky&lt;br /&gt;
|image=[[File:BlockyArt.jpg|230px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|jname=&lt;br /&gt;
|script=ブロッキー&lt;br /&gt;
|romaji=Burokkī&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[snoruntpyro]]&lt;br /&gt;
|artist=&lt;br /&gt;
|hp=1{{1}}&amp;lt;br&amp;gt;2{{1R}}{{2}}{{3}}&lt;br /&gt;
|at=3 (contact, blocks){{1}}&amp;lt;br&amp;gt;8 (contact, blocks){{1R}}{{2}}{{3}}&lt;br /&gt;
|weak=[[Gemini Laser]]{{1}}&amp;lt;br&amp;gt;[[Top Spin]], [[Black Hole Bomb]], [[Power Orb]]{{1R}}&amp;lt;br&amp;gt;[[Sakugarne]]{{2}}&amp;lt;br&amp;gt;[[Laser Trident]], [[Thunder Beam]], [[Prismatic Laser]]{{3}}&amp;lt;br&amp;gt;[[Concrete Shot]]{{48H}}&amp;lt;br&amp;gt;[[Wire Adaptor]], [[Super Arm]], [[Chill Spike]], [[Plant Barrier]]{{Megamix}}&lt;br /&gt;
|category=Shielded&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Chroma Key]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Mix &amp;amp; Match]]&amp;lt;br&amp;gt;[[Something Original]]&amp;lt;br&amp;gt;[[Joe Destruction Co.]]&amp;lt;br&amp;gt;[[Quarantine Woman (stage)|Quarantine Woman]]&amp;lt;br&amp;gt;[[The Pit of Pits]]&amp;lt;br&amp;gt;'''MaGMML3:'''&amp;lt;br&amp;gt;[[Trouble in the Fortress]]&amp;lt;br&amp;gt;[[Shape Woman (stage)|Shape Woman]]&amp;lt;br&amp;gt;'''MaG48HMML:'''&amp;lt;br&amp;gt;[[Robot Recycling Center]]&amp;lt;br&amp;gt;[[Rocky Blocky Cavern]]&amp;lt;br&amp;gt;[[Warehouse of Conveyors]]&lt;br /&gt;
|OffAppear=[[Mega Man 2]]&amp;lt;br&amp;gt;[[Mega Man II]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Enemy)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Enemy, NPC)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Enemy)&amp;lt;br&amp;gt;[[Megamix Engine]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:Blocky.png]]&lt;br /&gt;
}}&lt;br /&gt;
:''For the article on the [[Box Cartel]] member from [[Make a Good 48 Hour Mega Man Level]], see [[Blocky (Box Cartel)]].''&lt;br /&gt;
&lt;br /&gt;
{{quote|A bunch of blocks togheter{{sic}}, this enemy will dance and move forwards, if his vulnerable part is hit he will fall and the blocks will spread, if he's still alive he will regenerate.|Note in Blocky's code|[[Megamix Engine]]}}&lt;br /&gt;
'''Blocky''' is an enemy from ''[[Mega Man 2]]''. It is a robot comprised of a cylindrical stack of blocks.&lt;br /&gt;
&lt;br /&gt;
Blocky was first made available in the devkit for the original ''[[Make a Good Mega Man Level]]'', where it appeared in the entry [[Chroma Key]].&lt;br /&gt;
&lt;br /&gt;
Blocky returned in ''[[Make a Good Mega Man Level 2]]'', where it appeared in the entries [[Mix &amp;amp; Match]], [[Something Original]], [[Joe Destruction Co.]], and [[Quarantine Woman (stage)|Quarantine Woman]], as well as the [[The Pit of Pits|Pit of Pits]] sub-levels &amp;quot;Chroma Key?&amp;quot;, &amp;quot;Gutsy&amp;quot;, and &amp;quot;Stairway to Nether&amp;quot;. It also appeared in the ''[[Make a Good 48 Hour Mega Man Level]]'' entries [[Robot Recycling Center]], [[Rocky Blocky Cavern]], and [[Warehouse of Conveyors]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 3]]'', Blocky appeared in the entries [[Trouble in the Fortress]] and [[Shape Woman (stage)|Shape Woman]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Blockies will slowly inch forward. If their head is hit by an attack, their blocks will fly forward, except for the head, which simply drops down. If the Blocky was not defeated, another group of blocks will rise up, allowing it to reform and continue moving. The second group of blocks will not fly forward if the Blocky's head is damaged or defeated.&lt;br /&gt;
&lt;br /&gt;
Blocky has three creation code values:&lt;br /&gt;
*facePlayerOnSpawn - Decides whether or not Blocky will face Mega Man when it spawns. Default value is true.&lt;br /&gt;
*canTurn - Decides whether or not Blocky will turn around when it hits a wall. Default value is true.&lt;br /&gt;
*col - Decides Blocky's color scheme. The default color scheme (value 0) is blue; setting this to 1 will make it gray.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; |Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:BlockyMrKyurem.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Blocky (Everything's Blowing Up)&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]])''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Everything's Blowing Up]]{{1}}&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A yellow and immobile version of Blocky. When shot in the face, the blocks (which can be destroyed with weapons) fly straight ahead instead of in an ark, with the bottom block moving slower than the rest.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[MrKyurem]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|3 (contact)&amp;lt;br&amp;gt;3 (blocks)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:Jammy.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Jammy&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Bakery Man]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A Blocky made up of jam jars.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Darkohexar]] &amp;amp; [[Lynnetendo]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|8 (contact)&amp;lt;br&amp;gt;8 (jars)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:SpamBlocky.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Spam Blocky&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Shrine of Nebula]] (Shade Spam)&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A Blocky whose head is stacked at different levels. It is weaker than a normal Blocky and will never throw its cans when damaged.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[JaxOf7]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|8 (contact)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|metal=3&amp;lt;br&amp;gt;1&lt;br /&gt;
|gemini=4&amp;lt;br&amp;gt;1&lt;br /&gt;
|solar=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|top=0&amp;lt;br&amp;gt;3&lt;br /&gt;
|wool=2&amp;lt;br&amp;gt;0.5&lt;br /&gt;
|black=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|phar=1/1/4&amp;lt;br&amp;gt;1/5&lt;br /&gt;
|magic=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML''; bottom row is damage from ''MaGMML'' weapons in the Megamix Engine&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=1&lt;br /&gt;
|solar=2&lt;br /&gt;
|top=3&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=3&lt;br /&gt;
|phar=1/20&lt;br /&gt;
|magic=2&lt;br /&gt;
|orb=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/3&amp;lt;br&amp;gt;1/1/3&lt;br /&gt;
|hornet=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|jewel=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|grab=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|triple=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|flash=Y&amp;lt;br&amp;gt;Y&lt;br /&gt;
|slash=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|wheel=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=4&amp;lt;br&amp;gt;4&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;3&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;2&lt;br /&gt;
|notes=Top row is damage in ''MaGMML2''; bottom row is damage from ''MaGMML2'' weapons in the Megamix Engine&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 3===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=3&lt;br /&gt;
|magnetic=1&lt;br /&gt;
|ice=2&lt;br /&gt;
|break=2&lt;br /&gt;
|tape=2/1/Y&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=2/3/4&lt;br /&gt;
|beet=2&lt;br /&gt;
|rec=4/3&lt;br /&gt;
|banshee=4&lt;br /&gt;
|propeller=0.5&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=3/1&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 24 Hour Mega Man Level{{Megamix}}===&lt;br /&gt;
{{Damagetable24HM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|super=4/2&lt;br /&gt;
|chill=1/5&lt;br /&gt;
|pakkajoe=99&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good 48 Hour Mega Man Level===&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=2&lt;br /&gt;
|rain=2&lt;br /&gt;
|spark=0&lt;br /&gt;
|snake=2&lt;br /&gt;
|tengu=1/1/2&lt;br /&gt;
|water=2&lt;br /&gt;
|concrete=3&lt;br /&gt;
|homing=2&lt;br /&gt;
|beat=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Megamix Engine===&lt;br /&gt;
{{DamagetableM&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|time=Y&lt;br /&gt;
|stone=2&lt;br /&gt;
|plant=4&lt;br /&gt;
|block=2&lt;br /&gt;
|ice=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Related Articles==&lt;br /&gt;
*[[Blocky (Box Cartel)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Devkit Enemies (MaGMML1)]][[Category:Mega Man 2 Enemies]][[Category:Shielded Enemies]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Magnum_Man_(stage)&amp;diff=28716</id>
		<title>Magnum Man (stage)</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Magnum_Man_(stage)&amp;diff=28716"/>
				<updated>2025-03-27T08:26:22Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
{{LevelInfoAlt&lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Magnum Man&lt;br /&gt;
|image=[[File:MagnumManScreen.png]]&lt;br /&gt;
|caption=Obligatory &amp;quot;Wild West&amp;quot; joke goes here.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 3 Judge Application Levels|''Make a Good Mega Man Level 3'' Judge Application Levels]]&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|''Make a Good Mega Man Level 3]]&lt;br /&gt;
|creator=[[ACESpark]]&lt;br /&gt;
|composer=[[CosmicGem]], [[MiniMacro]]&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=5&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Bandito]]&lt;br /&gt;
*[[Brown]]&lt;br /&gt;
*[[Cyber Gabyoall]]&lt;br /&gt;
*[[Sonic Bill]]&lt;br /&gt;
*[[Tondeall]]&lt;br /&gt;
*&amp;quot;Cactank&amp;quot;&lt;br /&gt;
*[[Gunbo]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*(Giant gun &amp;amp; bullet platform)&lt;br /&gt;
*(Tall spring}&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Magnum Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music= '''Stage:''' Magnum Man Theme&amp;lt;br /&amp;gt;'''Boss:''' Track 3&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Universe City V]]&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
'''Magnum Man''' is the seventh and final level of the [[MaGMML3 Judge Application Levels|''MaGMML3'' Judge Application Levels]]. [[ACESpark]] designed the level as a test to see if judges would be unduly kind to a level that had custom assets; as such, the level had minimal testing, and the result was predictably sloppy. &lt;br /&gt;
&lt;br /&gt;
In '''[[Make a Good Mega Man Level 3]]''' itself, a revised version of the stage can be accessed by talking to [[Magnum Man (boss)|Magnum Man]] (and giving him an M-Tank) in the &amp;quot;Rogue's Racheter&amp;quot; section of [[Tier 4 (MaGMML3)|Tier 4]]. Among other differences, this version of the stage has no [[Brown|Browns]] or [[Cyber Gabyoall]], and the [[Tondeall]] were remodeled to resemble sombrero-wearing skulls.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
{{JudgeComment3App&lt;br /&gt;
|pachyscore = 88&lt;br /&gt;
|pachy =&lt;br /&gt;
Wow, this is a very aesthetically-pleasing level! Along with well composed music, and custom assets, this feels genuinely&lt;br /&gt;
like a Megaman level.&lt;br /&gt;
&lt;br /&gt;
The stage does an excellent job at introductions, each new enemies are showcased by their own at the beginning in safe &lt;br /&gt;
environments, the first instance of the magnum gimmick is introduced in a way that allow player to experiment with it freely, &lt;br /&gt;
before testing them out on actual challenges. &lt;br /&gt;
&lt;br /&gt;
It is not entirely about the gimmicks, as there are also normal combat areas  in between, which is good to keep each of the &lt;br /&gt;
challenges diverse and interesting. Later on another new gimmick is brought into the mix, the springboard, while doesn't really &lt;br /&gt;
fit the whole wild west theme, does make for some unique platforming with its familiar yet very different behavior.&lt;br /&gt;
&lt;br /&gt;
The difficulty curve was done right, things begin simple and gradually become more difficult as it should. The extra challenges&lt;br /&gt;
with the gems are also within' reasonable difficulty from the rest of the level.&lt;br /&gt;
&lt;br /&gt;
Magnum Man himself is a very fun boss fight. His attacks are telegraphed and easy to learn, you can find a way to dodge most&lt;br /&gt;
of his attacks very quickly and consistently except! When right after his upward shots, he sometimes do a short hop instead of&lt;br /&gt;
leaping all the way into your position, causing you to slide faceplant into him. Otherwise, he's not all too tricky but the &lt;br /&gt;
battle is still engaging enough. (Also while you can't freeze Magnum Man himself with the Flash Stopper, you can freeze his&lt;br /&gt;
projectiles, creating amusing results)&lt;br /&gt;
&lt;br /&gt;
Though, there are still things I want to nitpick about. The level consists some annoying enemy placements. For example, there's one &lt;br /&gt;
room with the  tank enemy that requires very tight timing to get through unharmed without using special weapons; In the last room &lt;br /&gt;
just before the boss corridor, there is the little pistol guy that is hard to lure out to shoot it safely.&lt;br /&gt;
&lt;br /&gt;
Checkpoints are placed well, but they're not very clearly indicated as most of them put you right at the start of the session,&lt;br /&gt;
without an extra empty room. Not really a big deal, again, it's just a nitpick of mine.&lt;br /&gt;
&lt;br /&gt;
In the end, this is a very solid entry. It wouldn't be out-of-place in an official Megaman game, with how the graphics and music &lt;br /&gt;
as well as the level design go. A very polished and impressive level overall!&lt;br /&gt;
|samarioscore = 83&lt;br /&gt;
|samario =&lt;br /&gt;
This stage is also a good stage, overall. The stage has taken a custom gimmick, namely the bullet platforms fired from the revolvers, and builds the stage around them. It introduces them in a safe environment, before expanding into using the gimmick to progress in the stage, as well as navigate to collect the diamonds.&lt;br /&gt;
The overall aesthetic of the stage is wonderful, apart from some small background issues and a slightly unfitting enemy in the form of the tank.&lt;br /&gt;
The only other issues are the spikes that don't seem to act like spikes, as well as a lack of differentiation between revolvers that fire a different amount of bullets, some slight route confusion, and some very minor collision issues with the extending platforms teleporting pickups.&lt;br /&gt;
|m-jacqscore = 69&lt;br /&gt;
|m-jacq =&lt;br /&gt;
The Wild West aesthetics are flawless, the new enemies are cute, the gimmicks are cool, the platforming is challenging, the boss is fun, and yet…&lt;br /&gt;
Well, look at the robo-vaquero. When it was first introduced, I fawned over the cute Colton variant with a poncho and homing shots! When it started showing up in tandem with the other gimmicks, the novelty started to wear off. When it started shooting bullets through a wall and at an angle perpendicular to the muzzle… well, not to get all “grassy knoll” on you, but that’s not how guns work.&lt;br /&gt;
This is indicative of the stage’s larger problem: the individual assets are cool, but they actually detract from one another when used in tandem. The biggest offender here are the springs, which I don’t think were used well even once in the screen after their introduction. And… what exactly do big springs have to do with cowboys or guns?&lt;br /&gt;
It’s a shame, because the segments where the level takes one gimmick and runs with it are awesome. I love the room with the three guns right before the boss gate, for instance, and Magnum Man himself is an incredibly fun fight. But whenever the stage tries to use two or more elements at the same time, the quality takes a noticeable drop. A damn shame, given how great the individual pieces are.&lt;br /&gt;
|pkscore = 56&lt;br /&gt;
|pk =&lt;br /&gt;
Holy hello kitty, I knew the wild west was tough, but this is really tough. Now, I can clearly see that a lot of effort was put into original enemies, tilesets, and gimmicks. But all that effort can only carry you so far without a stage that is well designed. Even on the first screen, it becomes apparent that enemies will get thrown at you without any real warning. This can lead to some quite brutal sections, and that combined with the gimmicks can be very overwhelming.&lt;br /&gt;
But lets talk about the gimmicks, shall we? Firstly we have the giant guns that shoot bullets you can stand on. More often than not, I found myself either getting hit while standing on them, or in one section, I just got outright crushed while they collided with a wall. Then there are these weird bouncy springs. Not only did I clip through the ground once, but they are just not very well thought out in my opinion. Seeing them and immediately after having to do some precise jumps to avoid spikes seems like a harsh spike in difficulty.&lt;br /&gt;
The fight with Magnum Man is…pretty brutal as well. One of his moves becomes almost impossible to dodge if he manages to corner you even a bit, which happens more than you would like. His attacks generally come out really fast, and don’t give much time to react or even think.&lt;br /&gt;
Generally, the effort that went into the asthetics of this stage could have been put to better use in the level design department. No matter how good a stage looks, if it is frustrating to play, whats the point?&lt;br /&gt;
|flashscore = 74&lt;br /&gt;
|flash = The Good: Custom assets that look professional, evocative music that fits the level well, several fun and clever challenges, generally smooth learning curve&lt;br /&gt;
 &lt;br /&gt;
The Bad: Inconsistent theming, lots of clutter, too many enemy types&lt;br /&gt;
 &lt;br /&gt;
The Ugly: Problematic level layout, some spikes aren’t even spikes, a deadly and easy-to-trigger glitch&lt;br /&gt;
 &lt;br /&gt;
From the very first screen, this looks and sounds like it could be an official Capcom level. I’m a sucker for Westerns, too, so this level started off at an advantage—which gradually slipped away as more and more problems became apparent.&lt;br /&gt;
 &lt;br /&gt;
At first glance, everything seems totally fine. All the custom enemies, gimmicks, and tiles look and feel perfectly at home in a Mega Man game, and they work together with the music to develop a strong sense of theme. New types of challenges are introduced fairly, with only a few mild exceptions (eg, the exploding bullet enemies are a bit of a surprise). The oversized revolvers and springboard platforms are really creative and used extremely well, and there’s a satisfying boss fight at the end. Level length feels a mite long but within acceptable parameters, and the frequency of checkpoints and power-ups is just right. If we left it at that, this would be a dynamite level.&lt;br /&gt;
 &lt;br /&gt;
Upon closer inspection, however, there’s a disappointing lack of focus in the enemy and gimmick selection. When I remember the Alamo, I certainly don’t remember Electric Gabyoalls. Tanks in the desert I can understand, but tanks in Tombstone? When did John Wayne ever ride into the sunset on a Tondeall? For a few dollars more, would Clint Eastwood have agreed to a shootout on bouncy platforms? This is Mega Man we’re talking about, and tradition dictates that it’s OK to include a few elements that don’t strictly fit the level theme, but Magnum Man takes it a little too far. Not only are these miscellaneous elements disruptive of the otherwise fantastic atmosphere created by the themed assets, but they clutter the enemy roster to the point where several enemies only appear once—or twice, if they don’t scroll themselves off the screen before you get to them.&lt;br /&gt;
 &lt;br /&gt;
This overabundance of different enemy types also contributes to a sense of clutter, which is amplified by the busy backgrounds. The graphics look very nice, yes, but there’s so much variety and fine detail that they tend to draw the focus away from the gameplay. There’s not quite enough of a gap between challenges to give the player a chance to properly appreciate the set pieces. The architecture is occasionally a contributing factor in that cluttered feel; for example, one screen toward the beginning has two random spikes underneath an oversized revolver for some reason (wouldn’t a regular wall have been enough of a deterrent to go that way?), and one screen toward the end has a gunman buried inside a wall above the screen entrance, which is pointless when the height advantage is already a deterrent to using any weapon that can’t pass through a wall.&lt;br /&gt;
 &lt;br /&gt;
I also got extremely confused about the level layout upon reaching the second Noble Nickel, which is sitting out in the open like it’s a perfunctory health refill. Special items like this are meant to be a reward for accomplishing something out of the ordinary, so I could only conclude that I had accidentally found a secret exit to the previous screen...but then I couldn’t backtrack out of the room, and the only way to progress was to walk through pillars that looked solid. This dropped me awkwardly into the middle of a scrolling section, but there was no indication whether I should go right or left. I arbitrarily went left (which is good, because right takes you to a pointless dead end), but it felt the whole time like I was backtracking through challenges I had inadvertently bypassed by choosing the path that led to the Nickel. As it turns out, the level is completely linear—and it’s a horrible feeling to be lost in a linear level.&lt;br /&gt;
 &lt;br /&gt;
That really soured the whole level for me, which is a shame, because there are so many parts that I adore. Individually, the majority of these challenges are well designed and highly memorable. Riding oversized bullets from place to place is a hoot, and combining that with sliding challenges is AWESOME. Likewise, bouncy gunfights (despite making no sense in the context of the level) are satisfyingly tricky, particularly when the gunmen’s bullets track you, and I approve of how the spike challenges take advantage of that momentarily delay between landing on the springboard and being launched into the air. All the Noble Nickels (save for the aforementioned second one) are exactly the right amount of difficult to obtain. The battle against Magnum Man is solid, and it’s neat to see him use a couple of the attacks you’ve been practicing against throughout the level. And like I said, this has the production values of a Capcom level.&lt;br /&gt;
 &lt;br /&gt;
Except...Capcom probably wouldn’t have left an entire floor of spikes as background decoration instead of actual spikes that cause you to explode on contact. And I suspect they would have playtested those springboard platforms more thoroughly—firing Super Arrow and especially Wheel Cutter at an extended platform leads to some interesting visual oddities, and it’s all too easy to get Mega Man stuck inside one...and then speedily shunted to the opposite end of the screen, where he explodes.&lt;br /&gt;
 &lt;br /&gt;
Other issues with the level may include the following: A few late-game challenges are decidedly easier than their earlier counterparts (eg, going from an unavoidably bouncy gunfight to a gunfight on the ground with a nearby springboard if you feel like using it). The background sometimes utilizes black rectangles (like on the checkpoint screen next to the boss chamber), which look less like holes or windows and more like...black rectangles. The fight with Magnum Man is aesthetically problematic; for one thing, his boss chamber is technically underground and shouldn’t have that desertscape in the background, and for another, his generic looks don’t help the inconsistent theming. Also, Flash Stopper freezes Magnum Man’s projectiles but not the boss himself, and Electric Gabyoalls don’t freeze when hit by a charge shot like they do in MM6, but those oddities may well be intentional. However, I will say that Magnum Man’s animations, especially the gun twirling, are pretty sweet.&lt;br /&gt;
 &lt;br /&gt;
There are the makings of a truly great level here, but the biggest shortcomings seriously belie the professionalism this level projects.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* While many people believe the level to be a parody of the ''[[Make a Good Mega Man Level 2]]'' entry [[Sheriff Man (stage)|Sheriff Man]] — a Wild West-themed level with no gimmick at all as opposed to Magnum Man's clunky and overbearing gimmicks — ACE claims they had conceived Magnum Man before the events of ''MaGMML2'', and all resemblance is coincidental.&lt;br /&gt;
* The background music for this stage was originally composed by [[CosmicGem]] for the Sheriff Man stage in ''MaGMML2'', but it wasn't finished in time.&lt;br /&gt;
* The ''MaGMML3'' version features a secret area where ACESpark provides commentary on the level.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3Tier?}}&lt;br /&gt;
{{MaGMML3 Tier 4}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Universe_City_V&amp;diff=28715</id>
		<title>Universe City V</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Universe_City_V&amp;diff=28715"/>
				<updated>2025-03-27T08:22:05Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsStrategy}}&lt;br /&gt;
{{LevelInfoAlt&lt;br /&gt;
|align= right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=Universe City V&lt;br /&gt;
|image=[[File:UniverseCityV.png]]&lt;br /&gt;
|caption= No escape. No escape. No escape.&lt;br /&gt;
|game=[[Make a Good Mega Man Level 3 Judge Application Levels|''Make a Good Mega Man Level 3'' Judge Application Levels]]&lt;br /&gt;
|creator=[[Loyana]]&lt;br /&gt;
|composer=Fubaka, Yasuaki Fujita/Setsuko Yamamoto,&amp;lt;br /&amp;gt;EON, Digiguy&lt;br /&gt;
|artist=&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Cannon]]&lt;br /&gt;
*[[New Shotman]]&lt;br /&gt;
*[[Volt Man]] copy&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Fork Block]]&lt;br /&gt;
*[[Sparkman Platform]]&lt;br /&gt;
|subbosses=*[[Volt Man]]&lt;br /&gt;
|bosses=*[[Volt Boss]]&lt;br /&gt;
|other=&lt;br /&gt;
|music='''Intro:''' Pleasing Loop&amp;lt;br /&amp;gt;'''Midboss:''' Continue Screen&amp;lt;br /&amp;gt;'''Main Stage:''' Universe City&amp;lt;br /&amp;gt;'''Boss:''' Black-Wall&lt;br /&gt;
|location=&lt;br /&gt;
|previous=[[Gate 303]]&lt;br /&gt;
|next=[[Magnum Man (Stage)|Magnum Man]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|It is just as they foretold. The Volt Men...have returned.||}}&lt;br /&gt;
'''Universe City V''', sometimes unofficially referred to as Universe City V(olt), is the sixth level in the [[MaGMML3 Judge Application Levels|''MaGMML3'' Judge Application Levels]]. It was designed by [[Loyana]], a real-life friend of [[ACESpark]]'s, with programming assistance from ACE. As such, it is one of the few ''MaGMML3'' Judge Application Levels that was a legitimate attempt to make a good level. While the level initially appears to be rather empty, the player quickly encounters a [[Volt Man]] midboss that dies in one hit. After said midboss, the true nature of the level reveals itself - nearly every enemy in it is a copy of Volt Man, using some variant of his original boss pattern as their only attack.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*The Volt Men have various attack patterns, but there is no way to immediately distinguish which does what. Keep your distance before properly engaging them.&lt;br /&gt;
*Be wary of the [[Sparkman Platform]]s, as they can and will crush you against the ceiling without warning.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3App&lt;br /&gt;
|pachyscore = 64&lt;br /&gt;
|pachy =&lt;br /&gt;
Oh, pfffffft. I certainly didn't expect the level to take an amusing twist like this!&lt;br /&gt;
&lt;br /&gt;
The stage starts out rather bland, with soothing yet ominous music playing, as there are only New Shotmen, Spark Man&lt;br /&gt;
platforms and rather annoying spike blocks puzzles, which require extremely precise timing to get through undamaged.&lt;br /&gt;
&lt;br /&gt;
And then Volt Man happened. And laughters happened. Music's ramping up as you see there are multiple Volt Men, each has&lt;br /&gt;
their own actions assigned, essentially making them like regular enemies. That is a super creative idea! And super&lt;br /&gt;
amusing which I can't stop giggling as I went through the stage. It really succeeded at breaking players' expectation&lt;br /&gt;
with the clever use of the dull beginning.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there are issues. Since each Volt Man's appearances are identical, it's hard to differentiate which&lt;br /&gt;
Volt Man would do which at first glance. One room in particular where there are 3 shielding Volt Men in a line, &lt;br /&gt;
all of them keep their shields in place except the middle one, with barely any indication that he's going to do that.&lt;br /&gt;
&lt;br /&gt;
Another problem with the shielding Volt Men is that they keep their shields up indefinitely, effectively being immune to &lt;br /&gt;
your normal buster shots, this isn't a  big deal early on as they mostly stand or jump on one spot, it's in the last &lt;br /&gt;
few sessions where they'll chase you constantly, making them unfun to deal with. (Also sometimes their shields can get&lt;br /&gt;
stuck behind if you kill them with weapons)&lt;br /&gt;
&lt;br /&gt;
Also one checkpoint in particular is rather poorly placed, as it forces you to wait for the spike platforms to be in&lt;br /&gt;
a certain state to safely pass through, creating unnecessary wait time every time you retry, and it just so happens&lt;br /&gt;
to be where the shielded Volt Men who chase you down located after, argh!&lt;br /&gt;
&lt;br /&gt;
Finally, there's Giga Volt Man, and he's just as amusing as the rest of the stage, if not for the fact he can be beaten&lt;br /&gt;
by doing absolutely nothing when you have the Jewel Satellite up. Thankfully though, he's still simple enough to deal with&lt;br /&gt;
using the buster only. My only issue with him is I feel that his sprite should be placed higher up? Since he's only&lt;br /&gt;
half emerged from the ground the entire time.&lt;br /&gt;
&lt;br /&gt;
Overall, very humorous yet creative level, although at the cost of some design points. A little bit faulty on the coding &lt;br /&gt;
but a good amount of creative endeavor was definitely shown here!&lt;br /&gt;
|samarioscore = 84&lt;br /&gt;
|samario =&lt;br /&gt;
Volt Man? Volt Man. So this is the Level of the Volt Men, and it works surprisingly well!&lt;br /&gt;
The tileset is good, there is a small yet consistent enemy set that integrates nicely into the stage, collision-wise there's a gimmick with the rotating spike blocks and rising platforms, and the boss fight at the end is mostly brilliant.&lt;br /&gt;
There are a few problems that drag it down though. The Volt Men enemies, while consistent in their patterns, sometimes lack visual differentiation to indicate what they're going to do (shield jumper? shield firer?), and additionally you can get Kaizo trapped by the boss if you Super Arrow into the Energy Element, as you will fall into the pit and die after picking it up.&lt;br /&gt;
And, finally, synthwave isn't really a Mega Man-esque song, and didn't fit the beginning of the stage that well, despite it being a good song taken on its own merits.&lt;br /&gt;
|m-jacqscore = 43&lt;br /&gt;
|m-jacq =&lt;br /&gt;
I really struggled to grade this level. Should I give it high marks for the hilarious decision to make every enemy in the level a Volt Man… or should I penalize it for using the same graphic for five different enemy types? I leaned towards the latter: not only did the joke wear thin on repeat playthroughs, but it actively got in the way of level comprehension. (Hence the really low aesthetics score.) There were many screens where you’d have several Volt Men on screen with different attack patterns, complicating my attempts to grok what was going on. If you tweaked their sprites a little (maybe change the insignia on their chests to match their attack patterns?) you’d have a much better level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Volt Man aside, some of the individual segments in this level were neat. I think you got some good utility out of the Spark Man platforms and the spike blocks, with the second checkpoint room being a particular standout. And there’s a fun boss which ends the level on a high note, which is nice. There’s the beginnings of a good comedy level here, but I think you were a bit too willing to coast on one joke.&lt;br /&gt;
|pkscore = 71&lt;br /&gt;
|pk =&lt;br /&gt;
Ok ill admit it, you got me there. I don’t really see how the spiked blocks and the rising platforms play into the volt man theme, but they didn’t really click right for me. The timing to get past them felt awkward and too precise at times. Its also not too nice that the rising platforms start crushing you if you stand on them for too long after the fakeout volt man. Yes the ceiling gives away that you might get crushed, but you still instinctively try to stand on them to evaluate the situations better. The volt man enemies are an interesting idea, but some of them feel kind of badly placed at times&lt;br /&gt;
The boss battle against Giant Robo Volt Man is really fun. All of the attacks have unique tells and they all come out at reasonable speeds. Everything can be dodged without expecting some super danmaku skills from the player. I also appreciate how the spawned Volt Man in the boss fight dies in 1 hit as that doesn’t break the flow of the fight at all, and allows for good combos from the spawned enemy to the boss if you use a charged shot.&lt;br /&gt;
|flashscore = 82&lt;br /&gt;
|flash = It took me a while to warm up to this one, but once I did, it brought a smile to my face. Initially, I was a little bored with the stage. Lots of empty space, music that’s nice but far too sleepy for a Mega Man stage, and pretty basic challenges (except the one with the fork blocks, which is good but too exacting to be an introduction to the gimmick). Then there’s a joke boss (which gave me a chuckle) and the stage is over. OK, fine. Except...it’s not over. It’s only just begun.&lt;br /&gt;
 &lt;br /&gt;
I love that the first part of the stage simultaneously sets player expectations for one type of stage while subtly exposing the player to the normal enemies and gimmicks they’ll face once the main gimmick kicks in. When the music ramps up and you start seeing Volt Men everywhere, there’s this wonderful revelation that you’ve been fooled, and the stage can jump right into more complex challenges because all the basic elements have already been introduced. But I think the intro section could have been tighter and more efficient while accomplishing the same goal, leaving me saying “Oh, that was really clever” instead of “Oh, so that’s why the first part was kinda dull.”&lt;br /&gt;
 &lt;br /&gt;
The Volt Men challenges are totally worth it, though. I’m a big fan of seeing Robot Masters repurposed as stage enemies, and you got some terrific mileage out of this one—both in terms of gameplay and the fact that the “Volt Man is overused” joke could inspire an entire stage. The challenges are interesting, varied, and continually humorous, and the many flavors of Volt Man mix well with the other enemies and gimmicks in use. I might’ve liked some sort of subtle visual distinction between the different Volt Man types, or at least a shorter timer before the shield-launching ones decide to attack; I frequently sustained damage after (incorrectly) determining that the Volt Man in front of me was just going to hold his shield forever. A little caution is fine, but the stage requires a bit too much idle waiting if you truly want to play it safe.&lt;br /&gt;
 &lt;br /&gt;
The challenge progression is solid, with a smart blend of timing and speed as the core focus. Probably my favorite part is the screen where you’re riding Spark platforms past fork blocks while a Volt Man keeps shooting at you. Great stuff. That being said, a few spots could benefit from a bit of finessing; for example, I was a smidge disappointed by how easy it was to use Super Arrow to bypass every challenge in that long hallway toward the end.&lt;br /&gt;
 &lt;br /&gt;
I was thrilled to find that Sakugarne can bounce off the boss projectiles, and I laughed at the unexpected deterrent to using Slash Claw on the stationary, shielded Volt Men. The boss fight is a superb culmination to the stage, offering another good chuckle as well as a challenge that’s well in line with everything preceding it. I experienced a little wonkiness during the boss fight when using Flash Stopper, but otherwise the programming seemed pretty solid.&lt;br /&gt;
 &lt;br /&gt;
This is a stage that could be improved in places, but it doesn’t need to be. A fun premise coupled with good design instincts makes for a charming addition to the contest, and I’m very happy to have played this.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Universe City V is the only ''MaGMML3'' Judge Application Level to not be made by either [[Mick Galbani]] or ACESpark, although the latter still provided coding assistance for both the level and boss.&lt;br /&gt;
* A revamped version of this stage, [[Return to Universe City V]], was created for [[Tier X (MaGMML3)|Tier X]] in ''[[Make a Good Mega Man Level 3]]'' proper.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3Tier?}}&lt;br /&gt;
[[Category:Stages]][[Category:Stages without Collectables]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Big_Chungus&amp;diff=28714</id>
		<title>Big Chungus</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Big_Chungus&amp;diff=28714"/>
				<updated>2025-03-27T08:06:49Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{enemy&lt;br /&gt;
|name=Big Chungus&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|jname=&lt;br /&gt;
|script=ビッグチュングス&lt;br /&gt;
|romaji=Biggu Chungusu&lt;br /&gt;
|altname= &lt;br /&gt;
|designer=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|programmer=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|artist=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|hp=24&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;2 (carrot)&amp;lt;br&amp;gt;2 (banana)&lt;br /&gt;
|weak=[[Flame Chip]] ([[Z-Saber]], [[Z-Burst]])&lt;br /&gt;
|category=&lt;br /&gt;
|location=[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Midboss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite=[[File:BigChungus.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|He's big.|Big Chungus's [[CD]] Database entry|[[Make a Good Mega Man Level: Episode Zero]]}}&lt;br /&gt;
&lt;br /&gt;
'''Big Chungus''' is a midboss in ''[[Make a Good Mega Man Level: Episode Zero]]'', found in [[Null and Void (Episode Zero)|Null and Void]] at the end of [[Big Fish (user)|Big Fish]], [[CSketch]], and [[DeltaMudkip]]'s room on Floor 6. He is a grey [[Robo-Rabbit]] that, as the name implies, is very big. He is also armed with bananas alongside the standard Robo-Rabbit carrot projectiles, as the name does ''not'' imply. He later appears as an easter egg in ''[[Make a Good Mega Man Level 3]]'', named &amp;quot;Watt&amp;quot;, found in [[Tier_12_(MaGMML3)|Tier 12]]. &lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Big Chungus attacks in a simple pattern of shooting a triple spreadshot of carrots at [[Zero]], then jumping directly towards his location, before repeating the pattern. While jumping, he will release four bananas that arc upwards slightly before falling offscreen.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=99&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=2&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=3&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=2&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Big Chungus is based on the &amp;quot;Big Chungus&amp;quot; internet meme, which depicts a still from the 1941 ''Merrie Melodies'' short ''Wabbit Twouble'' in which Bugs Bunny mocks Elmer Fudd's weight by increasing in size.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 3}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]][[Category:Midbosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:Memes]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=GameStop_Duck&amp;diff=28713</id>
		<title>GameStop Duck</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=GameStop_Duck&amp;diff=28713"/>
				<updated>2025-03-27T08:00:21Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name=GameStop Duck&lt;br /&gt;
|image=[[File:GameStopDuckArt.png|300px|Artwork by Harbige12]]&lt;br /&gt;
|caption=Art by Harbige12&lt;br /&gt;
|script=ゲームストップダック&lt;br /&gt;
|romaji=Gēmusutoppu Dakku&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[SnoruntPyro]]&lt;br /&gt;
|programmer=[[SnoruntPyro]]&lt;br /&gt;
|artist=[[Harbige12]]&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|at=3 (contact)&amp;lt;br&amp;gt;3 (keyblade slash)&amp;lt;br&amp;gt;3 (low spinning slash)&amp;lt;br&amp;gt;3 (Ryuenjin)&amp;lt;br&amp;gt;3 (Kuuenzan)&amp;lt;br&amp;gt;4 (Kuuenzan shockwave)&amp;lt;br&amp;gt;3 (Hyouretsuzan)&amp;lt;br&amp;gt;4 (Hyouretsuzan shockwave)&amp;lt;br&amp;gt;2 (turret shot)&amp;lt;br&amp;gt;3 (motorbike attack)&amp;lt;br&amp;gt;3 (laser cannon shot)&amp;lt;br&amp;gt;5 (shock glance)&amp;lt;br&amp;gt;2 (tracking energy shot)&amp;lt;br&amp;gt;HP to 1 (Blinding-Flash Death-God Swing)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=56&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Cutter, Flame, Freeze, Electric&lt;br /&gt;
|weak=None&lt;br /&gt;
|affiliations=Themselves&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[The Ultimate Choice]]&lt;br /&gt;
|occupation=Legendary Warrior&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Superboss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:GameStopDuck.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''GameStop Duck''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]'', and is the game's lone superboss. A mysterious being with a weapon shaped like a key, they are supposedly among the strongest fighters in the galaxy.&lt;br /&gt;
&lt;br /&gt;
GameStop Duck appears as the end foe of [[The Ultimate Choice]]'s highest difficulty, Soul Eraser; as such, they are unable to be challenged before clearing the game once. Defeating them will grant [[Zero]] their [[CD]] for the database.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
GameStop Duck begins by jumping around a few times at varying heights, which is its only method of moving when its not attacking. They will then pick from a very large assortment of attacks, seemingly at random.&lt;br /&gt;
&lt;br /&gt;
* Performs a triple slash combo with the keyblade.&lt;br /&gt;
* Spins the keyblade across the ground while moving towards Zero, stopping when they reach his vertical position.&lt;br /&gt;
* Performs a jumping upwards slash with the keyblade set aflame, looking virtually identical to the real Zero's Ryuenjin.&lt;br /&gt;
* Performs a large leaping somersault forward while performing a rolling slash with the keyblade, which creates a shockwave when landing; the slash creates a stunning quake when it hits the ground. The keyblade turns green during this attack, referencing Zero's [[Z-Saber]], and the attack as a whole is a reference to the real Zero's Kuuenzan.&lt;br /&gt;
* Jumps high into the air and slowly descends in flight while tracking Zero's position. After a few seconds, they will plunge downward with the keyblade coated in ice, which will create shockwaves on either side of the boss. The stab creates a quake when it hits the ground. Based on the actual Zero's Hyouretsuzan.&lt;br /&gt;
* Summons three turrets that float around Zero and track his every movement. All three turrets will fire a shot at Zero simultaneously three times before disappearing. The boss can perform other attacks while this one is still active.&lt;br /&gt;
* Performs a short hop into the air before charging at Zero three times at ground level.&lt;br /&gt;
* Transforms the keyblade into a motorbike-type vehicle and attempts to run over Zero, following him relentlessly. After a few seconds of riding, the boss will try to fake Zero out by jumping right before he's about to run him over.&lt;br /&gt;
* Transforms the keyblade into a massive cannon that fires three huge lasers one by one. The first and third lasers are at ground level and must be jumped over, while the second laser must be slid under.&lt;br /&gt;
* Enters a stance as their eyes turn into a solid black line. If Zero is close enough to the boss when this happens, he will be stunned and the boss will retaliate with an electric burst from the keyblade.&lt;br /&gt;
&lt;br /&gt;
Once reduced to half of its HP, the boss will jump to the top center of the screen and fire ten large energy orbs that slightly track the player, before dropping down to continue the fight. GameStop Duck now has an attack where they raise the keyblade and summon a skull that floats above Zero's head, slowing him down for a few seconds, similar to [[Future]] from ''[[Make a Good Mega Man Level 2]]''. Most of their attacks remain the same as in phase one, but the duck can now combine their sword attacks in unique ways not seen before, such as replacing the third hit of their basic slash combo with the low spinning slash, or performing a Kuuenzan immediately after a low spinning slash. When reduced to 7 HP, GameStop Duck will ready their most dangerous attack. The keyblade will become colossal as the duck slowly moves towards Zero, before eventually releasing a charged slash with huge range, known as the &amp;quot;Blinding-Flash Death-God Swing&amp;quot;. Should the attack connect, a small cinematic will insue where Zero is attacked by a barrage of slashes, with his HP reduced to one point regardless of how much health he had prior. GameStop Duck is invincible both when charging this attack and shortly after it ends.&lt;br /&gt;
&lt;br /&gt;
After a long and tumultuous fight, the duck compliments Zero's abilities before bidding him farewell.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneKrantz.png]]&lt;br /&gt;
|Agent Krantz&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Krantz:''' It's a duck...&lt;br /&gt;
&lt;br /&gt;
'''Zero:''' A very ''angry'' duck.&lt;br /&gt;
&lt;br /&gt;
'''Krantz:''' And? It's not a goose.&lt;br /&gt;
&lt;br /&gt;
Heaven help you if you were fighting a goose instead.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|...A duck? W-Wielding a large key?! Be careful, Zero! You've encountered the ''GameStop Duck''!&lt;br /&gt;
&lt;br /&gt;
They're an imposing extradimensional warrior, with such a high power level they serve as a magnet that pulls&amp;lt;br&amp;gt;strong fighters into their dimension for exhilarating bouts, only to teleport them back once their duel is over!&lt;br /&gt;
&lt;br /&gt;
Truth be told, I've actually fought them myself... and I'll never forget that excruciating loss.&lt;br /&gt;
&lt;br /&gt;
I'm not the kind of robot to usually think like this, but I am confident they have no weaknesses, so&amp;lt;br&amp;gt;wear them down, little by little!&lt;br /&gt;
&lt;br /&gt;
Take my energy, Zero!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=1&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=1&lt;br /&gt;
|cutsaber=1&lt;br /&gt;
|cutburst=1&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=1&lt;br /&gt;
|flameburst=1&lt;br /&gt;
|flamedrive=1&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=1&lt;br /&gt;
|iceburst=1&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=1&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* GameStop Duck is derived from a 2017 image macro, in which a duck is inside a GameStop store. This image was initially the icon for ''Episode Zero'''s Discord server, before it was replaced by another image... which also featured a duck.&lt;br /&gt;
* GameStop Duck has numerous references to the ''Kingdom Hearts'' series; in addition to using a Keyblade (Ends of the Earth, used by the Lingering Will), they use the Lingering Will's battle music, as well as its Keyblade motorbike attack. They also briefly use the Lingering Will's armour in the pre-fight cutscene.&lt;br /&gt;
* GameStop Duck is the final boss on the boss gallery list, creating a (probably very unintentional) bookend as the first boss on the list, discounting the joke [[Mega Man]] battle, just so happens to be [[Dangerous Duck|another duck]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:Superbosses]][[Category:MaGMML Original Characters]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=SRARA_Shield_Attacker&amp;diff=28712</id>
		<title>SRARA Shield Attacker</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=SRARA_Shield_Attacker&amp;diff=28712"/>
				<updated>2025-03-27T07:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#678E77&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name= [[File:SRARAShieldAttackerMugshot.png|left|SRARA Shield Attacker's mugshot]][[File:SRARAShieldAttackerMugshot.png|right|SRARA Shield Attacker's mugshot]]SRARA Shield Attacker&lt;br /&gt;
|image=[[File:SRARAShieldAttackerArt.png|230px|Artwork by Spin Attaxx]]&lt;br /&gt;
|caption= Artwork by '''Spin Attaxx'''&lt;br /&gt;
|script=SRARAシールドアタッカー&lt;br /&gt;
|romaji=SRARA Shīrudo Atakkā&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[snoruntpyro]]&lt;br /&gt;
|programmer=[[Spin Attaxx]]&lt;br /&gt;
|artist=[[Enjl]], [[Spin Attaxx]]&lt;br /&gt;
|gender=N/A&lt;br /&gt;
|eyecolor=Black, Purple&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;3 (shields)&amp;lt;br&amp;gt;3 (Hannya Attacker fire breath)&amp;lt;br&amp;gt;4 (fire wave)&amp;lt;br&amp;gt;4 (ground flame)&amp;lt;br&amp;gt;4 (explosion)&amp;lt;br&amp;gt;2 (projectile, Null and Void only)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Shield&lt;br /&gt;
|weak=[[Cutter Chip]] ([[Z-Saber]], [[Blank Drive]])&lt;br /&gt;
|affiliations=[[SRARA]]&amp;lt;br&amp;gt;[[SRARA Up n' Down]]&lt;br /&gt;
|stage=N/A (Roamer)&lt;br /&gt;
|location=[[Null and Void (Episode Zero)|Null and Void]]&lt;br /&gt;
|occupation=&amp;quot;Festival Inspector&amp;quot;&amp;lt;br&amp;gt;Criminal&amp;lt;br&amp;gt;Vlogger&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss, NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:SRARAShieldAttacker.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Yo, yo! What is up, my Left-to-Right Gang?! Welcome to Episode 20 of Shield Attack Vlogs!|SRARA Shield Attacker|[[Make a Good Mega Man Level: Episode Zero]]}}&lt;br /&gt;
&lt;br /&gt;
'''SRARA Shield Attacker''' is one of the members of [[SRARA]], and a major antagonist in ''[[Make a Good Mega Man Level: Episode Zero]]''. They are an egotistical and somewhat immature [[Shield Attacker]] with the ability to swap between multiple shields, each with a different means of attack. They have a hobby of creating vlogs on the Undernet, and are good friends with [[SRARA Up n' Down]].&lt;br /&gt;
&lt;br /&gt;
SRARA Shield Attacker is first encountered with the rest of SRARA in [[Mega City]], and appears in a cutscene with SRARA Up n' Down after [[Subterranean Stronghold]] is first cleared. In Chapter 2, they appear as a roaming boss on the overworld after gathering 16 [[Energy Element]]s from that chapter's levels (excluding [[Construction of Constructions]]). The player is inevitably forced to fight them, as SRARA Shield Attacker directly goes after [[Zero]] if ignored for several stages. In [[Null and Void (Episode Zero)|Null and Void]], SRARA Shield Attacker is battled one more time alongside the other SRARA members.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
SRARA Shield Attacker follows a linear pattern, as with every SRARA member. During most of the fight, they're protected with a shield and can only be damaged from behind, or with piercing weapons. In order, their attacks are:&lt;br /&gt;
&lt;br /&gt;
* Flying back and forth from one edge of the screen to the other four times. If Zero avoided taking damage during their last pass, they will move up or down slightly in an attempt to catch him while jumping or dashing. In Null and Void, SRARA Shield Attacker moves faster.&lt;br /&gt;
* Quickly charging across the screen three times at two possible heights, bearing a Shield Attacker GTR's shield. In the middle of the third charge, they will stop in the center of the screen and launch the shield forwards, leaving them vulnerable from the front. In Null and Void, they also create a fire wave behind them after launching the shield. After staying in place for a while, they fly offscreen.&lt;br /&gt;
* Charges directly at Zero multiple times, each time slowing to a stop after passing by him before turning around. They go offscreen again after five tackles. In Null and Void, SRARA Shield Attacker moves faster.&lt;br /&gt;
* Flying in from either side of the screen and launching a Shield Attacker TRL's shield down at Zero, which bounces at either a high or low height. They use this attack three times in a row. In Null and Void, SRARA Shield Attacker also fires a projectile at Zero after throwing the shield, and the attack is used six times in a row.&lt;br /&gt;
* Directly tracking Zero multiple times, turning around after passing by him.&lt;br /&gt;
* While donning a Hannya Attacker mask, they repeat the initial left-to-right-and-back attack while breathing a short, purple stream of fire. After four passes, SRARA Shield Attacker quickly flies to the other side of the screen before launching the shield in an arc at Zero, which will explode upon impact with the ground and release two purple fire waves, each one creating a flame under Zero. In Null and Void, SRARA Shield Attacker moves slightly faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the other members of SRARA, SRARA Shield Attacker undergoes a general speed increase in comparison to their first battle. However, it isn't as noticeable as with the other members, and as described above, SRARA Shield Attacker's other changes in the rematch are fairly tame.&lt;br /&gt;
&lt;br /&gt;
==Z-Phone Dialogue==&lt;br /&gt;
{|border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;&amp;quot;&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Contact&lt;br /&gt;
!style=&amp;quot;color:#FCFCFC; background-color: #454E54;&amp;quot;|Transcript&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZPhoneYamato.png]]&lt;br /&gt;
|Yamato Man&lt;br /&gt;
|SRARA Shield Attacker?&lt;br /&gt;
Boy, this battle will make you wish you had my spear! Like any Shield Attacker, they're completely immune to any frontal attack,&amp;lt;br&amp;gt;so you'll have to get hits in from behind, or risk getting rammed into if you try using your Z-Saber from the front.&lt;br /&gt;
&lt;br /&gt;
Here's a little tip though: Every so often they'll swap out their shield.&lt;br /&gt;
&lt;br /&gt;
When they put on a green shield, they'll come from either edge of the screen, and eject it out!&lt;br /&gt;
&lt;br /&gt;
If you dodge it, they'll be completely exposed for a second, allowing you to slash them with your Z-Saber!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=3*&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=2.5&lt;br /&gt;
|cutsaber=4*&lt;br /&gt;
|cutburst=3&lt;br /&gt;
|cutdrive=4*&lt;br /&gt;
|flamebuster=2*&lt;br /&gt;
|flamesaber=3*&lt;br /&gt;
|flameburst=2*&lt;br /&gt;
|flamedrive=2*&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3*&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=2&lt;br /&gt;
|zapsaber=3*&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=2*&lt;br /&gt;
|psybuster=2.5&lt;br /&gt;
|psysaber=3*&lt;br /&gt;
|psyburst=2&lt;br /&gt;
|psydrive=3&lt;br /&gt;
|notes=*Can pierce the frontal shield of the boss.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* One of SRARA Shield Attacker's eyes (only seen when they lack a shield) has a purple pupil.&lt;br /&gt;
* SRARA Shield Attacker is the only SRARA member to not have a predominantly blue color scheme.&lt;br /&gt;
* During development, the SRARA Shield Attacker battle was much tougher, as they moved a lot faster - fast enough that hitting them with the normal [[Z-Buster]] was next to impossible without being up close to them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Other}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:Shield Attackers]][[Category:MaGMML Original Characters]][[Category:Devteam Characters]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Totem_Polen_EX&amp;diff=28711</id>
		<title>Totem Polen EX</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Totem_Polen_EX&amp;diff=28711"/>
				<updated>2025-03-27T07:45:06Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg= #9C9C9C&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=Totem Polen EX&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|number=&lt;br /&gt;
|script=トーテムポールンEX&lt;br /&gt;
|romaji=Tōtemu Pōrun EX&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=[[Spade_Magnes]]&lt;br /&gt;
|programmer=[[Spade_Magnes]]&lt;br /&gt;
|artist=&lt;br /&gt;
|gender=N/A&lt;br /&gt;
|eyecolor=Green&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=5 (contact)&amp;lt;br&amp;gt;4 (projectile)&lt;br /&gt;
|type=Neutral&lt;br /&gt;
|weapon=&lt;br /&gt;
|affiliations=&lt;br /&gt;
|occupation=Forest Cryptid&lt;br /&gt;
|weak=[[Flame Chip]] ([[Z-Saber]])&lt;br /&gt;
|stage=[[The Red Woods]]&lt;br /&gt;
|location=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|sprite= [[File:TotemPolenEX.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Totem Polen EX''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. It is an abnormally tall and powerful [[Totem Polen]] that keeps to itself in a dense forest, resulting in several mysteries about its very existence. It serves as the boss of the stage [[The Red Woods]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Totem Polen EX uses a set sequence of attacks:&lt;br /&gt;
* Shooting up to four rounds of small projectiles from its heads, alternating between shots from the red heads, then from the yellow heads.&lt;br /&gt;
* Throwing its highest head down in an arc, before rising back up to ram into [[Zero]].&lt;br /&gt;
* Rapidly firing two volleys of arching projectiles: one that slowly goes further away from its body, then one that starts far then falls closer towards the body.&lt;br /&gt;
* Repeating the falling head move, but instead of immediately ramming, the head jumps up from the bottom while an area is marked by rising skulls. Totem Polen EX then uses the ram attack, with no way of avoiding it if Zero hasn't already left the telegraphed danger zone.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=3&lt;br /&gt;
|cutburst=3&lt;br /&gt;
|cutdrive=3&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=5&lt;br /&gt;
|flameburst=4&lt;br /&gt;
|flamedrive=4&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=1&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=0&lt;br /&gt;
|zapsaber=0&lt;br /&gt;
|zapburst=0&lt;br /&gt;
|zapdrive=0&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* After ''Episode Zero'''s release, a similarly tall Totem Polen boss appeared in [[Spade_Magnes]]'s fangame, ''Eddie's World''. Whether or not it is intended to be a returning Totem Polen EX is unclear.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Psycho}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Alastor&amp;diff=28710</id>
		<title>Alastor</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Alastor&amp;diff=28710"/>
				<updated>2025-03-27T07:41:21Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8E8F23&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Alastor&lt;br /&gt;
|altname=Thunder Sword&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=アラストール&lt;br /&gt;
|romaji=Arasutōru&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|programmer=[[Big Fish (user)|Big Fish]]&lt;br /&gt;
|artist=Karakato&lt;br /&gt;
|gender=N/A&lt;br /&gt;
|eyecolor=No eyes&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;4 (lightning ball)&amp;lt;br&amp;gt;2 (lightning bolt)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Electric&lt;br /&gt;
|weak=[[Icicle Chip]] ([[Blank Drive]])&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Shocking Wacko Stage]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Living Weapon&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=''Devil May Cry''&lt;br /&gt;
|sprite=[[File:Alastor.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Alastor''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]'', based on the weapon of the same name from the original ''Devil May Cry''. It is a robotic replica of said weapon, and is a floating sword capable of storing and releasing powerful electric charges. It appears as the boss of the level [[Shocking Wacko Stage]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Alastor follows a set pattern with three attacks:&lt;br /&gt;
* First it flies up and down the screen multiple times in a row, trying to stab [[Zero]] while creating balls of lightning in the air; these become a bolt of lightning after a short delay.&lt;br /&gt;
* Eventually, Alastor dives to the centre of the screen and starts spinning rapidly, slowly chasing after Zero. Two ladders in the room are activated, and are necessary in dodging Alastor. After a while, it returns to the centre, turns off the ladders, and flies off one side of the screen.&lt;br /&gt;
* From its chosen side, Alastor fires six bolts of lightning, aiming at Zero's height. After this, it flies to the centre and repeats its pattern from the start.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=3&lt;br /&gt;
|drive=7&lt;br /&gt;
|cutbuster=2&lt;br /&gt;
|cutsaber=2&lt;br /&gt;
|cutburst=2&lt;br /&gt;
|cutdrive=1&lt;br /&gt;
|flamebuster=2&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=3&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=2&lt;br /&gt;
|icesaber=3&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=4&lt;br /&gt;
|zapbuster=2&lt;br /&gt;
|zapsaber=3&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=2&lt;br /&gt;
|psysaber=3&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Because [[Stormy Spire]] doesn't have a boss, Alastor serves as the Zap Path's representative in [[The Ultimate Choice]]'s Soul Eraser difficulty.&lt;br /&gt;
* A mugshot was created for Alastor, but was ultimately never used in-game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 2 Zap}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Giga_Kuwagata&amp;diff=28709</id>
		<title>Giga Kuwagata</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Giga_Kuwagata&amp;diff=28709"/>
				<updated>2025-03-27T07:26:31Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Giga Kuwagata&lt;br /&gt;
|altname=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ギガクワガタ&lt;br /&gt;
|romaji=Giga Kuwagata&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Harbige12]]&lt;br /&gt;
|programmer=[[Harbige12]]&lt;br /&gt;
|artist=[[Harbige12]]&lt;br /&gt;
|gender=N/A&lt;br /&gt;
|eyecolor=White&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=8 (contact)&amp;lt;br&amp;gt;2 (cutter cannon)&amp;lt;br&amp;gt;6 (falling cutter)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Cutter&lt;br /&gt;
|weak=[[Psycho Chip]] ([[Z-Saber]], [[Z-Burst]], [[Blank Drive]])&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Vertical Hunger]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Gestalt Battle Program&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:GigaKuwagata.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Giga Kuwagata''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. It is a giant holographic entity created from the fusion of multiple copies of the [[Boomer Kuwanger]] program. It appears as the end boss of [[Vertical Hunger]], serving as the final boss of Chapter 1.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Giga Kuwagata follows a simple pattern, taking small hops back and forth across the room while stopping every jump to fire a stream of cutters at [[Zero]], marked by a crosshair. After jumping between 2-4 times in a row, Giga Kuwagata momentarily teleports away as a giant cutter appears above Zero and drops down, bouncing when it hits the floor. If Giga Kuwagata has less than half its maximum HP left, up to three giant cutters will drop from the sky.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=1&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=1&lt;br /&gt;
|drive=7*&lt;br /&gt;
|cutbuster=0&lt;br /&gt;
|cutsaber=0&lt;br /&gt;
|cutburst=0&lt;br /&gt;
|cutdrive=0&lt;br /&gt;
|flamebuster=1&lt;br /&gt;
|flamesaber=2&lt;br /&gt;
|flameburst=1&lt;br /&gt;
|flamedrive=2&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=2&lt;br /&gt;
|iceburst=2&lt;br /&gt;
|icedrive=2&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=2&lt;br /&gt;
|zapburst=2&lt;br /&gt;
|zapdrive=3&lt;br /&gt;
|psybuster=3&lt;br /&gt;
|psysaber=4&lt;br /&gt;
|psyburst=4&lt;br /&gt;
|psydrive=4&lt;br /&gt;
|notes=*Does not hit unless performed close to boss.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The word &amp;quot;kuwagata&amp;quot; is Japanese for &amp;quot;stag beetle&amp;quot;, and is the uncorrupted form of &amp;quot;kuwanger&amp;quot;.&lt;br /&gt;
* The noise Giga Kuwagata makes at the start and end of the battle is the cry of the Pokémon Durant; fittingly, said Pokémon is a Bug/Steel type.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 1}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:MaGMML Original Characters]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Thwomp_Man&amp;diff=28708</id>
		<title>Thwomp Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Thwomp_Man&amp;diff=28708"/>
				<updated>2025-03-27T07:23:09Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#696540&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Thwomp Man&lt;br /&gt;
|image=[[File:MAGMMLEPZ ThwompMan.png|270px]]&lt;br /&gt;
|caption=Artwork by '''Karakato'''&lt;br /&gt;
|number=&lt;br /&gt;
|script=ドッスンマン&lt;br /&gt;
|romaji=Dossunman&lt;br /&gt;
|altname=&lt;br /&gt;
|designer=[[TheRetroDude]]&lt;br /&gt;
|programmer=TheRetroDude&lt;br /&gt;
|artist=TheRetroDude&lt;br /&gt;
|gender=Male(?)&lt;br /&gt;
|eyecolor=White&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;3 (shockwave)&amp;lt;br&amp;gt;3 (Thwimp)&amp;lt;br&amp;gt;5 (contact, desperation attack)&lt;br /&gt;
|type=Impact&lt;br /&gt;
|weapon=&lt;br /&gt;
|affiliations=&lt;br /&gt;
|occupation=&lt;br /&gt;
|weak=[[Cutter Chip]]&lt;br /&gt;
|stage=[[Kingdom Crisis]]&lt;br /&gt;
|location=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Cameo)&lt;br /&gt;
|sprite=[[File:ThwompMan.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Thwomp Man''' is a boss from ''[[Make a Good Mega Man Level: Episode Zero]]''. Despite the name, he is not so much a &amp;quot;true&amp;quot; Robot Master, but rather a rogue [[Thwomp]] that attaches itself to a replica of Concrete Man's body, giving it enhanced abilities. He appears as the boss of the level [[Kingdom Crisis]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Thwomp Man uses one of three attacks at random, never using the same attack more than twice in a row:&lt;br /&gt;
* Jumping into the air and hovering over [[Zero]], eventually slamming into the ground and creating two shockwaves on either side. This attack can never be used twice in a row.&lt;br /&gt;
* Shooting a Thwimp straight ahead.&lt;br /&gt;
* Charging after Zero, before slamming into a wall and separating from his body. Thwomp Man bounces after Zero a few times, before eventually returning to the body. The body does not deal any contact damage until Thwomp Man returns to it.&lt;br /&gt;
&lt;br /&gt;
Once his health reaches zero, the body explodes while Thwomp Man himself turns invincible and attempts a final desperation attack. He will slam into the ground multiple times, each time creating a red indestructible copy of himself. After making two copies, they converge on each other before Thwomp Man starts tracking Zero while hovering in the air. His shaking will grow more and more violent, before eventually he slams into the ground one last time, destroying himself as he does so.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{DamagetableEZ&lt;br /&gt;
|buster=2&lt;br /&gt;
|saber=2&lt;br /&gt;
|burst=2&lt;br /&gt;
|drive=13&lt;br /&gt;
|cutbuster=4&lt;br /&gt;
|cutsaber=4&lt;br /&gt;
|cutburst=4&lt;br /&gt;
|cutdrive=4&lt;br /&gt;
|flamebuster=0&lt;br /&gt;
|flamesaber=0&lt;br /&gt;
|flameburst=0&lt;br /&gt;
|flamedrive=0&lt;br /&gt;
|icebuster=1&lt;br /&gt;
|icesaber=1&lt;br /&gt;
|iceburst=1&lt;br /&gt;
|icedrive=1&lt;br /&gt;
|zapbuster=1&lt;br /&gt;
|zapsaber=1&lt;br /&gt;
|zapburst=1&lt;br /&gt;
|zapdrive=1&lt;br /&gt;
|psybuster=1&lt;br /&gt;
|psysaber=2&lt;br /&gt;
|psyburst=1&lt;br /&gt;
|psydrive=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Thwomp Man's death sound comes from ''Super Mario 64'', where it is made by Thwomps as they smash into the ground.&lt;br /&gt;
* Despite the name, Thwomp Man's [[CD]] uses genderless pronouns to refer to him, suggesting he lacks gender like most Thwomps.&lt;br /&gt;
* The idea of Thwomp Man using a Concrete Man costume (as suggested by its CD data) is likely a nod to the running gag of Kalinka and Concrete Man wearing costumes of each other in ''MaGMML1'' and ''MaGMML2''.&lt;br /&gt;
* Thwomp Man reappears in ''[[Make a Good Mega Man Level 3]]'' as one of [[Forge Woman]]'s fans.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ Chapter 1}}&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level: Episode Zero Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML:EZ)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Control_Man&amp;diff=28707</id>
		<title>Control Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Control_Man&amp;diff=28707"/>
				<updated>2025-03-27T06:04:34Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#9C9C9C&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:ControlManMugshot.png|left|Control Man's mugshot]]Control Man[[File:ControlManMugshot.png|right|Control Man's mugshot]]&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=コントロールマン&lt;br /&gt;
|romaji=Kontorōruman&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[Spade_Magnes]]&lt;br /&gt;
|programmer=[[MystSvin]]&lt;br /&gt;
|artist=&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Green&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=56 (MaGMMLtron)&amp;lt;br&amp;gt;6 (Shinkhangel Where!)&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;1 (Shinkhangel Where!)&amp;lt;br&amp;gt;2 (Vanguard projectile, Tackle Fire, small spark, Psycho Burst)&amp;lt;br&amp;gt;3 (glass egg, Ripling blade, urchin, cloud enemy, lightning, tornado, TROPHY handle, Hard Knuckle, explosion)&amp;lt;br&amp;gt;4 (shadow enemy, heated floor)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Neutral&lt;br /&gt;
|weak=[[Laser Trident]], [[Prismatic Laser]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 12 (MaGMML3)|Tier 12]]&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 3|MaGMML3]] (Boss, NPC)&lt;br /&gt;
|appear2=''Ring Man in the Castle''&amp;lt;br&amp;gt;''Eddie's World''&lt;br /&gt;
|sprite=[[File:ControlMan.png]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[File:MaGMMLTron.png|MaGMMLtron (Phase 1)]] [[File:MaGMMLCapsule.png|MaGMMLtron (Phase 2)]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I can directly interface with all the machines here, so I don't need to lift a finger to sort things out. Makes up for not having weapons, if you can believe it.|Control Man|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
&lt;br /&gt;
'''Control Man''' is a Robot Master from the fangame ''Ring Man in the Castle''. Allegedly one of [[Doctor Albert W. Wily|Dr. Wily]]'s highest-ranking robots, he has no inherent combat power, but can remotely control and manipulate external machinery to fight on his behalf.&lt;br /&gt;
&lt;br /&gt;
Control Man appears in ''[[Make a Good Mega Man Level 3]]'' as a Tier Boss. Instead of a direct battle based on his original fight, he instead pilots the '''MaGMMLtron''', a giant machine made of fortress bosses from previous ''MaGMML'' games.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Ring Man in the Castle''===&lt;br /&gt;
Control Man appears as the boss of the second stage, transporting equipment out of the abandoned Wily Castle when he comes into conflict with Ring Man. In battle, he flies around the top of the screen on a Mechazaurus platform while controlling a series of wall turrets and crusher traps. After his defeat, he retreats, but not without signaling Dr. Wily about Ring Man's efforts to take the castle's power core. Control Man reappears as an NPC in the fourth and final stage, where he admits he can't hurt Ring Man due to a lack of weaponry, and is instead transporting the remaining equipment all at once.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 3]]''===&lt;br /&gt;
Control Man appears as the boss of [[Tier 12 (MaGMML3)|Tier 12]], the Power Factory. After using his abilities to solve a power outage caused by [[Mega Man]] destroying a power conduit on his way in, he reveals that he's learned how extensive his control over machinery is after his appointment as a Tier Boss. As a demonstration, he forms the MaGMMLtron out of salvaged machinery from [[Dr. Wily's Secret Bunker|an abandoned bunker]], using [[Wily Machine TROPHY]] as a primary body.&lt;br /&gt;
&lt;br /&gt;
The MaGMMLtron will always perform the following attacks in order, returning to the start once complete:&lt;br /&gt;
* [[Vanguard]] will charge up before firing a volley of four energy blasts aimed at Mega Man, followed closely by two arrow-shaped homing projectiles. It then repeats this attack after a short delay.&lt;br /&gt;
* The MaGMMLtron lands on the ground, letting [[Neon Glass Birdo on a Guts Lift]] fire two bouncing glass eggs. Once both eggs have exploded, it rises back into the air.&lt;br /&gt;
* Vanguard will again charge up before firing a volley of energy blasts, this time spread out to cover a wide area.&lt;br /&gt;
* [[Shadow Gacha]] spits two capsules, creating two shadow [[Gabgyo]]s that swim erratically down towards Mega Man, leaving damaging afterimage trails.&lt;br /&gt;
* Shadow Gacha spits another two capsules, creating two shadow [[Riplings]]. One detaches its blades and spins while the other teleports to the bottom-left corner of the screen and moves to the bottom-right. As it does this, the MaGMMLtron rises into the air, giving Mega Man space to jump over the Ripling.&lt;br /&gt;
* The MaGMMLtron swoops to the left side of the screen.&lt;br /&gt;
* The [[Cloud Devil]] launches two small cloud enemies. These enemies move to the right, each firing a lightning bolt downward that explode into small sparks. Upon reaching the right side of the screen, the clouds of these enemies dissipate and their remaining eyes bound off to the left.&lt;br /&gt;
* The MaGMMLtron lands on the ground, letting [[Changkey Master]] fire a [[Tackle Fire]] projectile that trails across the ground and heats the ground beneath the MaGMMLtron, rendering it a hazard for this attack. Meanwhile, the hand from [[Sea King: The Aftermath]] will extend and attempt to crush Mega Man, and [[Seven Force]] will launch three destructible ground-trailing urchins and fire energy projectiles at Mega Man from its eye.&lt;br /&gt;
* The MaGMMLtron rises up into the air, firing a string of tornadoes from [[Air Capsule]] and an additional sawblade from Seven Force.&lt;br /&gt;
* The MaGMMLtron swoops back to the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
Upon being reduced to 14 health, the MaGMMLtron is heavily damaged, with the majority of machines falling off of it; the now-inactive Shadow Gacha and Cloud Devil remain in the arena as platforms. [[Junk Platform]]s pile up on either side of the arena to form walls, and [[Quick Lighting]] dims the lights to a red hue. Now in a smaller form reminiscent of a Wily Capsule, it heals to 16 health and begins to move in a manner similar to [[Autobounce]], ricocheting around the room in a specialised form and occasionally launching an attack at Mega Man. In this state, it is rendered invincible by [[Shinsopod What! &amp;amp; Shinkhangel Where!|Shinkhangel Where!]] via an energy tether; Mega Man must damage Shinkhangel Where! until it turns red, rendering the MaGMMLtron vulnerable.&lt;br /&gt;
&lt;br /&gt;
For each four bars of health the MaGMMLtron loses, it will switch to a new attack it has not yet used, indicated by the images of the boss coalescing around it and the form it takes. Each transformation also reactivates the energy tether Shinkhangel Where! generates.&lt;br /&gt;
&lt;br /&gt;
* [[Autobounce]]: Launches the boomerang handle of Wily Machine TROPHY at Mega Man. The MaGMMLtron will always use this attack first.&lt;br /&gt;
* [[Doc Robot]] and [[Hard Man]] (as seen in [[Ghost of Mega Man 3]]): Launches a Hard Knuckle straight down that bursts into a ground-trailing projectile on impact with the ground.&lt;br /&gt;
* [[Giga Count]]: Launches a string of explosions in the four cardinal directions, telegraphed by lines coming from the MaGMMLtron.&lt;br /&gt;
* [[Psycho Golem]]: Lobs a spread of five energy projectiles that arc into the air before falling down.&lt;br /&gt;
&lt;br /&gt;
After the MaGMMLtron's destruction, Control Man escapes and lets Mega Man claim the [[Tier Rank]]. He then appears on the bottom floor of the [[Magic Card Casino]] alongside most of the other defeated Tier Bosses.&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
|{{!}} {{!!}} WARNING!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;POWER CONDUIT B OFFLINE! TOTAL GENERATOR POWER LOSS IN T-MINUS 15 MINUTES!&lt;br /&gt;
|{{!}}'''???'''{{!!}} Yeah yeah, that's plenty of time... I'll deal with it in a bit...&lt;br /&gt;
|{{!}} {{!!}} The Robot Master turns around to face Mega Man.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} Oh, hey. You must be that Mega Man guy I've heard so much about. Don't believe we've met.&amp;lt;br&amp;gt;The name's Control Man. I'm in charge of this whole Power Plant.&amp;lt;br&amp;gt;But you probably just want to get on with the fight, right?&lt;br /&gt;
|{{!}}'''Mega Man'''{{!!}} Wait, but what about that warning?&amp;lt;br&amp;gt;...Oh no, did I destroy that power conduit on the way here?&amp;lt;br&amp;gt;I-I'm really sorry. It was in the way and I cou-&lt;br /&gt;
|{{!}} {{!!}} Immediately, the power turns back on.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} You worry too much.&amp;lt;br&amp;gt;I can directly interface with all the machines here, so I don't need to lift a finger to sort things out.&amp;lt;br&amp;gt;Makes up for not having weapons, if you can believe it.&lt;br /&gt;
|{{!}}'''Mega Man'''{{!!}} You don't have a built-in weapon system? Then why were you assigned as Tier Boss?&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} I'm glad you asked. You see, I'm actually one of Dr. Wily's highest ranking robots... probably.&amp;lt;br&amp;gt;I'm normally more of a backstage worker, but when Ernest Will gave me a job offer I realized something...&lt;br /&gt;
|{{!}} {{!!}} Control Man goes off-screen.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} The range of machines I can interface with is a lot more broad than I thought.&amp;lt;br&amp;gt;And combine that with an abandoned Wily bunker full of them...&lt;br /&gt;
|{{!}} {{!!}} Control Man returns, piloting Wily Machine TROPHY.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} Are you ready?&lt;br /&gt;
|{{!}}'''Mega Man'''{{!!}} I've fought this Wily Machine before. I can handle this no problem!&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} I said ''machines,'' plural.&lt;br /&gt;
|{{!}} {{!!}} Control Man puts a visor on.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} MaGMMLTRON, '''ASSEMBLE!'''&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue (Proto Man Mode)====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
|{{!}} {{!!}} WARNING!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;POWER CONDUIT D OFFLINE! TOTAL GENERATOR POWER LOSS IN T-MINUS 5 MINUTES!&lt;br /&gt;
|{{!}}'''???'''{{!!}} Yeah yeah, that's plenty of time... I'll deal with it in a bit...&lt;br /&gt;
|{{!}} {{!!}} The Robot Master turns around to face Proto Man.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} Oh, hey. You must be that Proto Man guy I've heard so much about. Don't believe we've met.&amp;lt;br&amp;gt;The name's Control Man. I'm in charge of this whole Power Plant.&amp;lt;br&amp;gt;But you probably just want to get on with the fight, right?&lt;br /&gt;
|{{!}}'''Proto Man'''{{!!}} I hope I do, too, because it sounds like we don't have much time for it.&amp;lt;br&amp;gt;Guess that conduit I blasted was more important that I thought...&amp;lt;br&amp;gt;Don't worry, this will be over soo-&lt;br /&gt;
|{{!}} {{!!}} Immediately, the power turns back on.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} There, fixed it for you.&amp;lt;br&amp;gt;I can directly interface with all the machines here, so I don't need to lift a finger to sort things out.&amp;lt;br&amp;gt;Makes up for not having weapons, if you can believe it.&lt;br /&gt;
|{{!}}'''Proto Man'''{{!!}} But if you can't fight, what business do you have being a Tier Boss?&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} I'm glad you asked. You see, I'm actually one of Dr. Wily's highest ranking robots... probably.&amp;lt;br&amp;gt;I'm normally more of a backstage worker, but when Ernest Will gave me a job offer I realized something...&lt;br /&gt;
|{{!}} {{!!}} Control Man goes off-screen.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} The range of machines I can interface with is a lot more broad than I thought.&amp;lt;br&amp;gt;And combine that with an abandoned Wily bunker full of them...&lt;br /&gt;
|{{!}} {{!!}} Control Man returns, piloting Wily Machine TROPHY.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} Are you ready?&lt;br /&gt;
|{{!}}'''Proto Man'''{{!!}} A Wily Machine? Nothing I haven't seen before, I'm afraid.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} I said ''machines,'' plural.&lt;br /&gt;
|{{!}} {{!!}} Control Man puts a visor on.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} MaGMMLTRON, '''ASSEMBLE!'''&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue (Bass Mode)====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
|{{!}} {{!!}} WARNING!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;POWER CONDUIT D OFFLINE! TOTAL GENERATOR POWER LOSS IN T-MINUS 5 MINUTES!&lt;br /&gt;
|{{!}}'''???'''{{!!}} Yeah yeah, that's plenty of time... I'll deal with it in a bit...&lt;br /&gt;
|{{!}} {{!!}} The Robot Master turns around to face Bass.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} Oh, hey. You must be that Bass guy I've heard so much about. Don't believe we've met.&amp;lt;br&amp;gt;The name's Control Man. I'm in charge of this whole Power Plant.&amp;lt;br&amp;gt;But you probably just want to get on with the fight, right?&lt;br /&gt;
|{{!}}'''Bass'''{{!!}} You got that right. And we have a countdown, too! ''Perfect.''&amp;lt;br&amp;gt;Five minutes is all I need to blow you to obliv-&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} Upahpahpah, a moment, please...&lt;br /&gt;
|{{!}} {{!!}} Immediately, the power turns back on.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} There. Problem solved.&amp;lt;br&amp;gt;I can directly interface with all the machines here, so I don't need to lift a finger to sort things out.&amp;lt;br&amp;gt;Makes up for not having weapons, if you can believe it.&lt;br /&gt;
|{{!}}'''Bass'''{{!!}} You mean you're not a combat robot? Then why am I wasting my time on you?!&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} I'm glad you asked. You see, I'm actually one of Dr. Wily's highest ranking robots... probably.&amp;lt;br&amp;gt;I'm normally more of a backstage worker, so I rarely get to see you in person, Bass.&amp;lt;br&amp;gt;But when Ernest Will offered me this job, I realized something...&lt;br /&gt;
|{{!}} {{!!}} Control Man goes off-screen.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} The range of machines I can interface with is a lot more broad than I thought.&amp;lt;br&amp;gt;And combine that with an abandoned Wily bunker full of them...&lt;br /&gt;
|{{!}} {{!!}} Control Man returns, piloting Wily Machine TROPHY.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} Are you ready?&lt;br /&gt;
|{{!}}'''Bass'''{{!!}} Tch! What good are you if you can't rely on your own power in a fight?!&amp;lt;br&amp;gt;Besides, Mega Man tore this bag of bolts ages ago. I'll do it in even less time!&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} I said ''machines,'' plural.&lt;br /&gt;
|{{!}} {{!!}} Control Man puts a visor on.&lt;br /&gt;
|{{!}}'''Control Man'''{{!!}} MaGMMLTRON, '''ASSEMBLE!'''&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=3&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=1&lt;br /&gt;
|thunder=0&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=1&lt;br /&gt;
|tape=1/1/N&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=3/4/5&lt;br /&gt;
|beet=1&lt;br /&gt;
|rec=1/1&lt;br /&gt;
|banshee=1&lt;br /&gt;
|propeller=2&lt;br /&gt;
|cable=0&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=1/1&lt;br /&gt;
|power=0&lt;br /&gt;
|notes=Shinkhangel Where! receives 1 damage from all weapons.&lt;br /&gt;
}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MaGMMLCapsuleGhostOfMegaMan3.png|MaGMMLtron's Ghost of Mega Man 3 form&lt;br /&gt;
File:MaGMMLCapsuleGigaCount.png|MaGMMLtron's Giga Count form&lt;br /&gt;
File:MaGMMLCapsulePsychoGolem.png|MaGMMLtron's Psycho Golem form&lt;br /&gt;
File:MaGMMLCapsuleBtdnhan.png|An unused form based on Btd'nhan&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Between ''Ring Man in the Castle'' and ''MaGMML3'', Control Man appeared in another Spade_Magnes fangame, ''Eddie's World'', as the endboss of the Tower. The MaGMMLtron's shadow Gabgyo attack homages a similar attack Control Man uses with regular Gabgyos.&lt;br /&gt;
* Not counting bosses found in the final level of their respective game, [[Scuttle Cannon]], [[Mecha Bubble Man]], and [[Btd'nhan]] (save for an unused form sprite for Phase 2) are the only fortress bosses not represented by the MaGMMLtron. Wily Machine TROPHY is the only &amp;quot;endgame&amp;quot; boss to be represented, and the Psycho Golem is the only included boss that wasn't a fortress boss.&lt;br /&gt;
* If the teleporter to Control Man is entered without destroying the power conduit in Tier 12 (e.g. if the [[Magnet Beam]] is used to bypass it), another impassable conduit will appear in the room to the boss, preserving the pre-fight setup.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 12}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category: Tier Bosses]][[Category:Make a Good Mega Man Level 3 Bosses]][[Category:Tier 12 (MaGMML3)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Yellow_Devil&amp;diff=28705</id>
		<title>Yellow Devil</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Yellow_Devil&amp;diff=28705"/>
				<updated>2025-03-27T04:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg= #696540&lt;br /&gt;
|titletext= #FFFFFF&lt;br /&gt;
|name=Yellow Devil&lt;br /&gt;
|image=[[File:YellowDevilArt.png|300px|Artwork by Capcom]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=イエローデビル&lt;br /&gt;
|romaji=Ierō Debiru&lt;br /&gt;
|number= &lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=56 (total)&amp;lt;br&amp;gt;28 (Phase 1)&amp;lt;br&amp;gt;28 (Phase 2)&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Impact&lt;br /&gt;
|weak=[[Thunder Beam]], [[Magnetic Shockwave]], [[Electro Cable]], [[Track Shoes]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[The Arena|The Skull Caverns Arena]]&lt;br /&gt;
|occupation=Defense System Robot&lt;br /&gt;
|OffAppear= [[Mega Man 1|Mega Man]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&amp;lt;br&amp;gt;[[Mega Man Powered Up]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss, NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:YellowDevilSprite.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Bumo. Bumo bumo bumo! Bumo? BUMO! BUMOMOMOMO. BUMO BUMO BUMO! BUMOOOOOOOOOOOOOOOOO! (Hi)|Yellow Devil|[[Make a Good Mega Man Level 2]]}}&lt;br /&gt;
&lt;br /&gt;
The '''Yellow Devil''' is a boss from the original ''[[Mega Man 1|Mega Man]]''. It is a giant combat robot created by [[Doctor Albert W. Wily|Dr. Wily]], formed from a shape memory alloy that allows it to dismantle itself and fly its pieces into its enemies. The Yellow Devil is one of Wily's most enduring creations, spawning numerous successors and offshoots that mimic the original's basic splitting technique.&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 2]]'', the Yellow Devil appears as an NPC in [[Tier 10 (MaGMML2)|Tier 10]], between [[Cyber Man (stage)|Cyber Man]] and [[Beneath Sand and Rock]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 3]]'', the Yellow Devil makes an appearance in the [[Weapon Tutorials]] as the host of the [[Magnet Beam]] tutorial. It also serves as the end boss of the [[The Arena|Skull Caverns Arena]], with an upgraded attack pattern and a second phase dubbed the '''Tetris Devil''', where it mimics the video game ''Tetris''.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=2/2/4&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=2&lt;br /&gt;
|tornado=1&lt;br /&gt;
|thunder=4&lt;br /&gt;
|magnetic=4&lt;br /&gt;
|ice=2&lt;br /&gt;
|break=2*&lt;br /&gt;
|tape=0/0/N&lt;br /&gt;
|lantern=2&lt;br /&gt;
|prismatic=2/3/4&lt;br /&gt;
|beet=0&lt;br /&gt;
|rec=3/3&lt;br /&gt;
|banshee=2&lt;br /&gt;
|propeller=0.5&lt;br /&gt;
|cable=4&lt;br /&gt;
|shoes=4&lt;br /&gt;
|royal=2&lt;br /&gt;
|bait=0/0&lt;br /&gt;
|power=3&lt;br /&gt;
|notes=*Break Dash can only hit the boss in its second phase.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Prior to its reveal as an Arena boss in ''MaGMML3'', the Yellow Devil was jokingly &amp;quot;revealed&amp;quot; as a devkit boss before being quickly destroyed by [[Honey Woman]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Bosses]][[Category:Arena Bosses]][[Category:Devils]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Terra&amp;diff=28704</id>
		<title>Terra</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Terra&amp;diff=28704"/>
				<updated>2025-03-27T04:35:42Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#993D4F&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Terra&lt;br /&gt;
|image=[[File:TerraArt.jpg|230px]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=アース&lt;br /&gt;
|romaji=Āsu&lt;br /&gt;
|number=SRN-001&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=[[Spin Attaxx]]&lt;br /&gt;
|artist=Spin Attaxx&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Blue&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=[[Spark Chaser]]&lt;br /&gt;
|hp=56&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Laser&lt;br /&gt;
|weak=[[Magnetic Shockwave]], [[Beet Tiller]]&lt;br /&gt;
|affiliations=Stardroids&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[The Arena|The Masters' Mausoleum Arena]]&lt;br /&gt;
|occupation=Stardroid Leader&lt;br /&gt;
|OffAppear=[[Mega Man V]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 3|MaGMML3]] (Boss, NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:MaGMML3_Terra.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
'''Terra''', also known as '''Earth''' in Japan, is a Stardroid from ''[[Mega Man V]]''. He is a powerful combat robot created by an ancient alien civilization, and is the leader of the Stardroids. His primary weapon is the homing [[Spark Chaser]], and he is impossible to damage with conventional weapons thanks to the extraterrestrial materials his body is made of.&lt;br /&gt;
&lt;br /&gt;
He appears in ''[[Make a Good Mega Man Level 3]]'' as the end boss of the [[The Arena|Masters' Mausoleum Arena]], in which he initially fights quite similarly to his original ''Mega Man V'' battle, but has an extra healthbar and adds more attacks as the battle progresses. He also appears in the game's [[Weapon Tutorials]] as the guide for the Spark Chaser tutorial. Prior to his appearance in ''MaGMML3'', Terra made a brief cameo in ''[[Make a Good Mega Man Level: Episode Zero]]'' as a statue in [[Mega City]]'s Robot Museum (alongside a number of [[Mega Man]]'s non-[[Doctor Albert W. Wily|Dr. Wily]] enemies), but was otherwise physically absent.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=0&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=0&lt;br /&gt;
|thunder=1&lt;br /&gt;
|magnetic=4&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=1&lt;br /&gt;
|tape=1/1/N&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=4&lt;br /&gt;
|rec=1/1&lt;br /&gt;
|banshee=2&lt;br /&gt;
|propeller=0&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=0&lt;br /&gt;
|royal=0&lt;br /&gt;
|bait=0/0&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Terra is the only Stardroid who doesn't appear as an NPC in ''[[Make a Good Mega Man Level 2]]'', a fact that [[Saturn]] comments on in ''MaGMML: Episode Zero''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Arena Bosses]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Break_Man&amp;diff=28703</id>
		<title>Break Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Break_Man&amp;diff=28703"/>
				<updated>2025-03-27T04:33:35Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#678E77&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:BreakManMugshot.png|left|Break Man's mugshot]][[File:BreakManMugshot.png|right|Break Man's mugshot]]Break Man&lt;br /&gt;
|image=[[File:BreakManArt.png|230px]]&lt;br /&gt;
|caption=Artwork by Capcom&lt;br /&gt;
|script=ブレイクマン&lt;br /&gt;
|romaji=Bureikuman&lt;br /&gt;
|number=&lt;br /&gt;
|designer=&lt;br /&gt;
|programmer=&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Blue&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack= &lt;br /&gt;
|type=Shield&lt;br /&gt;
|weak=[[Tornado Blow]], [[Rec Can]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[The Arena|Colosseum of Cohorts Arena]]&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|OffAppear=[[Mega Man 3]]&amp;lt;br&amp;gt;[[Mega Man: The Wily Wars]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Costume)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (Boss, NPC, Costume)&amp;lt;br&amp;gt;[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Costume)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:BreakManSprite.png‎]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Break Man''' is a Robot Master from ''[[Mega Man 3]]''. A strange robot that served [[Doctor Albert W. Wily|Dr. Wily]], he is a robot shrouded in mystery. Some say he was the robot from which all [[Sniper Joe]]s are descended; others say he is Dr. Wily's silent bodyguard, watching over him from the shadows. [[Doctor Thomas Light|So-called experts]], however, will tell you Break Man doesn't really exist, and he's just [[Proto Man]] in a silly helmet going by a different name.&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 2]]'', Break Man appears as an unlockable [[Costumes|costume]], becoming available after completing 28 [[Challenge Tent|challenges]] (typically making him one of the last costumes to be unlocked). He returns as an unlockable costume in ''[[Make a Good 48 Hour Mega Man Level]]'', purchasable at the Double Action Boutique at the cost of 100 bolts. &lt;br /&gt;
&lt;br /&gt;
Break Man appears in ''[[Make a Good Mega Man Level 3]]'' as the end boss of the [[The Arena|Colosseum of Cohorts Arena]], boasting a vastly improved attack range from his original ''Mega Man 3'' battle. Defeating him unlocks him as a costume in the costume shop. He also makes an appearance as an NPC in [[Tier 10 (MaGMML3)|Tier 10]].&lt;br /&gt;
==Strategy==&lt;br /&gt;
{{NeedsStrategy}}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|spark=0&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=4&lt;br /&gt;
|thunder=2&lt;br /&gt;
|magnetic=2&lt;br /&gt;
|ice=0&lt;br /&gt;
|break=0&lt;br /&gt;
|tape=0/0/N&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=2/3/4&lt;br /&gt;
|beet=2&lt;br /&gt;
|rec=3/3&lt;br /&gt;
|banshee=1&lt;br /&gt;
|propeller=2&lt;br /&gt;
|cable=2&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=0/0&lt;br /&gt;
|power=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* If Break Man is defeated while using the Proto Man or Break Man costume, he will start the fight with [[Dark Man 4]]'s off-key whistle; he will also be briefly unmasked as Dark Man 4 shortly before exploding.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Costume]][[Category:Bosses]][[Category:Arena Bosses]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Muscle_Juggler&amp;diff=28702</id>
		<title>Muscle Juggler</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Muscle_Juggler&amp;diff=28702"/>
				<updated>2025-03-27T04:10:00Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:MuscleJugglerMugshot.png|left|Muscle Juggler's Mugshot]]Muscle Juggler[[File:MuscleJugglerMugshot.png|right|Muscle Juggler's Mugshot]]&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=&lt;br /&gt;
|romaji=&lt;br /&gt;
|number=&lt;br /&gt;
|designer=Sachen&lt;br /&gt;
|programmer=[[ACESpark]]&lt;br /&gt;
|artist=ACESpark&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=5 (contact)&amp;lt;br&amp;gt;3 (thrown objects)&amp;lt;br&amp;gt;4 (fireballs)&amp;lt;br&amp;gt;4 (flame pillar)&lt;br /&gt;
|hp=28 (Muscle Juggler)&amp;lt;br&amp;gt;2 (thrown objects)&amp;lt;br&amp;gt;1 (Neo Metall)&lt;br /&gt;
|type=Flame&lt;br /&gt;
|weak=[[Ice Wall]], [[Bait Bobber]]&lt;br /&gt;
|affiliations=Paulung-Tang&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 3 (MaGMML3)|Tier 3]]&lt;br /&gt;
|occupation=Criminal&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 3|MaGMML3]] (Boss, NPC)&lt;br /&gt;
|appear2=''Rocman X/Thunder Blast Man''&lt;br /&gt;
|sprite=[[File:MuscleJuggler.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I'll 'ave yer guts for that! No one interrupts a member of der great Paulung-Tang!|Muscle Juggler|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
&lt;br /&gt;
'''Muscle Juggler''' is a boss from the unlicensed game ''Rocman X'' (alternatively known as ''Thunder Blast Man''). This juggling robot is one of the few members of the Paulung-Tang, a villainous syndicate from the aforementioned game.&lt;br /&gt;
&lt;br /&gt;
Muscle Juggler appears in ''[[Make a Good Mega Man Level 3]]'', as a Tier Boss, with an updated design and moveset from his original game. Muscle Juggler is able to speak, as opposed to his silent demeanor in the original game. It later transpired he left the Paulung-Tang after getting into an argument with another member.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Rocman X/Thunder Blast Man''===&lt;br /&gt;
Muscle Juggler is one of the bosses fought by the titular hero. His stage resides in a fortress. In battle, Muscle Juggler will only juggle a single fire bomb before throwing it at the player. Upon the fire bomb hitting the floor, it will create a small flame pillar. Muscle Juggler will dash to the other side of the arena and repeat this pattern.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 3]]''===&lt;br /&gt;
Muscle Juggler appears as the boss of [[Tier 3 (MaGMML3)|Tier 3]], the Sewers, but cannot be challenged without first collecting 6 [[Energy Element|Energy Elements]]. He is found in a secluded section of the sewers, practicing his juggling in an attempt to get into the record books, only to lose count by [[Mega Man|Mega Man's]] arrival. Saddened, then angered, by this turn of events, the Paulung-Tang member prepares to fight Mega Man.&lt;br /&gt;
&lt;br /&gt;
As opposed to his appearance in ''Rocman X'', Muscle Juggler is now able to juggle three objects at a time, instead of just one. There are three different objects he can throw, all of which have different effects:&lt;br /&gt;
&lt;br /&gt;
* A fire bomb, which will create a flame pillar that briefly chases Mega Man upon hitting the floor.&lt;br /&gt;
* A spiked ball, which will bounce a few times until it flashes red, after which it will explode into a pair of fireballs that fly in opposite directions.&lt;br /&gt;
* A [[Neo Metall]], which will behave as it regularly would upon landing.&lt;br /&gt;
&lt;br /&gt;
After throwing his ammunition, Muscle Juggler will cross to the other side of the arena in one of two ways before juggling again:&lt;br /&gt;
&lt;br /&gt;
* He will dash to the other side of the arena, throwing two fire bombs behind him as he does so.&lt;br /&gt;
* He will jump to the other side, throwing three spiked balls above him that will immediately detonate upon hitting the floor, launching two fireballs on the left and right sides. He will only use this attack every third time crossing the room.&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 |{{!}} {{!!}} Muscle Juggler juggles three fire bombs.&lt;br /&gt;
 |{{!}}'''???'''{{!!}} 1000, 1001, 1002....&lt;br /&gt;
 |{{!}} {{!!}} Muscle Juggler drops the fire bombs.&lt;br /&gt;
 |{{!}}'''???'''{{!!}} Damnit, yer made me lose count!&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Oh, sorry! My bad. Are... you the Tier Boss I'm supposed to-&lt;br /&gt;
 |{{!}}'''???'''{{!!}} I'll 'ave yer guts for that! No one interrupts a member of der great Paulung-Tang!&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} The who and the what now.&lt;br /&gt;
 |{{!}}'''???'''{{!!}} The greatest crime syndicate ever known! ...and me, yer, me! The best of the best.&lt;br /&gt;
 |{{!}}'''Muscle Juggler'''{{!!}} Muscle Juggler! The strongest crime robot eva'! ...and yer just interrupted me practice!&amp;lt;br&amp;gt;'''SOB!''' Now I'll never git into der record books.&amp;lt;br&amp;gt;'''WHINE!''' I just want to juggle. Now I get &amp;quot;Mr. Pants on the outside&amp;quot;&amp;lt;ref&amp;gt;The nickname changes if Mega Man is wearing a [[Costumes|costume]], with a different one for every costume.&amp;lt;/ref&amp;gt; busting through my door, when I did nuttin...&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} O-oh, I'm sorry... If this is a bad time, I don't mind coming back later. I don't need the Tier Rank THAT badly-&lt;br /&gt;
 |{{!}}'''Muscle Juggler'''{{!!}} Too late! Yer'll regret ever crossing the Paulung-Tang! Come 'ere! I'll stitch you good, Jimmy!&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue (Proto Man Mode)====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 |{{!}} {{!!}} Muscle Juggler juggles three fire bombs.&lt;br /&gt;
 |{{!}}'''???'''{{!!}} 1000, 1001, 1002....&lt;br /&gt;
 |{{!}} {{!!}} Muscle Juggler drops the fire bombs.&lt;br /&gt;
 |{{!}}'''???'''{{!!}} Damnit, yer made me lose count!&lt;br /&gt;
 |{{!}}'''Proto Man'''{{!!}} Sorry, but I've got business with you. I'm here to earn this Tier's-&lt;br /&gt;
 |{{!}}'''???'''{{!!}} I'll 'ave yer guts for that! No one interrupts a member of der great Paulung-Tang!&lt;br /&gt;
 |{{!}}'''Proto Man'''{{!!}} Paulung-Tang? As in, ''the'' Paulung-Tang?&lt;br /&gt;
 |{{!}}'''???'''{{!!}} The greatest crime syndicate ever known! ...and me, yer, me! The best of the best.&lt;br /&gt;
 |{{!}}'''Muscle Juggler'''{{!!}} Muscle Juggler! The strongest crime robot eva'! ...and yer just interrupted me practice!&amp;lt;br&amp;gt;'''SOB!''' Now I'll never git into der record books.&amp;lt;br&amp;gt;'''WHINE!''' I just want to juggle. Now I get &amp;quot;Mr. Too Cool For School&amp;quot; busting through my door, when I did nuttin...&lt;br /&gt;
 |{{!}}'''Proto Man'''{{!!}} You should be ready for anything, as a fighter and a Tier Boss. You can't afford to lower your guard for trivial matters. &lt;br /&gt;
 |{{!}}'''Muscle Juggler'''{{!!}} Oh, that does it! Yer'll regret ever crossing the Paulung-Tang! Come 'ere! I'll stitch you good, Jimmy!&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue (Bass Mode)====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 |{{!}} {{!!}} Muscle Juggler juggles three fire bombs.&lt;br /&gt;
 |{{!}}'''???'''{{!!}} 1000, 1001, 1002....&lt;br /&gt;
 |{{!}} {{!!}} Muscle Juggler drops the fire bombs.&lt;br /&gt;
 |{{!}}'''???'''{{!!}} Damnit, yer made me lose count!&lt;br /&gt;
 |{{!}}'''Bass'''{{!!}} Too bad! I'm here to shred someone to pieces, and you're the only one in-&lt;br /&gt;
 |{{!}}'''???'''{{!!}} I'll 'ave yer guts for that! No one interrupts a member of der great Paulung-Tang!&lt;br /&gt;
 |{{!}}'''Bass'''{{!!}} That's not even a real name. What are you blabbering about?&lt;br /&gt;
 |{{!}}'''???'''{{!!}} The greatest crime syndicate ever known! ...and me, yer, me! The best of the best.&lt;br /&gt;
 |{{!}}'''Muscle Juggler'''{{!!}} Muscle Juggler! The strongest crime robot eva'! ...and yer just interrupted me practice!&amp;lt;br&amp;gt;'''SOB!''' Now I'll never git into der record books.&amp;lt;br&amp;gt;'''WHINE!''' I just want to juggle. Now I get &amp;quot;Mr. Haddock-Breath McGee&amp;quot; busting through my door, when I did nuttin...&lt;br /&gt;
 |{{!}}'''Bass'''{{!!}} Well, boo hoo! I don't want to be here either, but if I'm gonna bash that blue dweeb's head in, I need to beat you up first!&lt;br /&gt;
 |{{!}}'''Muscle Juggler'''{{!!}} Oh, that does it! Yer'll regret ever crossing the Paulung-Tang! Come 'ere! I'll stitch you good, Jimmy!&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|spark=0&lt;br /&gt;
|laser=1&lt;br /&gt;
|water=1&lt;br /&gt;
|tornado=1&lt;br /&gt;
|thunder=0&lt;br /&gt;
|magnetic=0&lt;br /&gt;
|ice=4&lt;br /&gt;
|break=2&lt;br /&gt;
|tape=0/0/N&lt;br /&gt;
|lantern=2&lt;br /&gt;
|prismatic=0/0/0&lt;br /&gt;
|beet=4&lt;br /&gt;
|rec=1/1&lt;br /&gt;
|banshee=0&lt;br /&gt;
|propeller=1&lt;br /&gt;
|cable=0&lt;br /&gt;
|shoes=2&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=3/7&lt;br /&gt;
|power=0&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Along with [[Wizard Man]], Muscle Juggler was one of the first tier bosses in ''MaGMML3'' to be publicly revealed; both were showcased on the contest's results stream, with Muscle Juggler being shown first.&lt;br /&gt;
&lt;br /&gt;
==Notices==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 3}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Tier Bosses]][[Category:Make a Good Mega Man Level 3 Bosses]][[Category:Tier 3 (MaGMML3)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Hodenki&amp;diff=28701</id>
		<title>Hodenki</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Hodenki&amp;diff=28701"/>
				<updated>2025-03-27T04:02:29Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8E8F23&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:HodenkiMugshot.png|left|Hodenki's mugshot]]Hodenki[[File:HodenkiMugshot.png|right|Hodenki's mugshot]]&lt;br /&gt;
|image=[[File:HodenkiArt.png|270px|Artwork by Karakato]]&lt;br /&gt;
|caption=Artwork by '''Karakato'''&lt;br /&gt;
|script=放電器&lt;br /&gt;
|romaji=Hōden-ki&lt;br /&gt;
|designer=[[8-BIT FAN]]&lt;br /&gt;
|programmer=8-BIT FAN&lt;br /&gt;
|artist=8-BIT FAN&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Orange&lt;br /&gt;
|at=4 (contact) &amp;lt;br&amp;gt;3 (Discharge Barrier)&amp;lt;br&amp;gt;6 (charged orb)&amp;lt;br&amp;gt;2 (floor sparks)&amp;lt;br&amp;gt;2 (spread shot)&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Electric&lt;br /&gt;
|weapon=Discharge Barrier&lt;br /&gt;
|weak=[[Break Dash]], [[Banshee Wail]]&lt;br /&gt;
|stage=[[Weapon Data Center]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 3|MaGMML3]] (Boss, NPC)&lt;br /&gt;
|sprite=[[File:Hodenki.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Ah! The power's out! Alright, punk! Where are you? Turn yourself in now, or my Discharge Barrier'll give you something to regret!|Hodenki|[[Make a Good Mega Man Level 3]]}}&lt;br /&gt;
&lt;br /&gt;
'''Hodenki''' is a boss from ''[[Make a Good Mega Man Level 3]]'', fought at the end of [[Weapon Data Center]]. He is a blue-and-yellow robot built by Dr. Gaberu, capable of summoning a barrier of electrical orbs that can be launched at enemies in various ways. In the level proper, he assumes [[Mega Man]] to be one of the robots running amuck in the Data Center itself, and fights him to protect Dr. Gaberu in the next room. After clearing the [[Wily Stadium]], Hodenki appears as an NPC in [[Tier 12 (MaGMML3)|Tier 12]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
&lt;br /&gt;
Hodenki has four attacks that he mostly does at random, although he can never use the same attack more than twice in a row:&lt;br /&gt;
* He summons his Discharge Barrier and walks along the uneven ground of the arena whilst chasing Mega Man down, during which time he jumps when Mega Man shoots. He eventually jumps to the side and fires the four electric orbs one-at-a-time at Mega Man.&lt;br /&gt;
* He summons his Discharge Barrier and jumps backwards to the side of the room that he's not facing (or stays put if he's already there). He then merges the four electric orbs of the barrier into one large orb and fires it straight forward. The two pockets of the arena give Mega Man enough room to slide under it if need be.&lt;br /&gt;
* He summons his Discharge Barrier and jumps to two random spots in the arena before performing a third jump to the center of the room. He then jumps straight up and fires the orbs downward at different angles. When each orb collides with a wall or floor, it creates two small sparks that crawl along the terrain in each direction. After a few seconds, Hodenki will land from his jump.&lt;br /&gt;
* He fires three consecutive spreadshots of three small energy blasts - first while jumping back, then standing, then while jumping forward.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=3&lt;br /&gt;
|water=0&lt;br /&gt;
|tornado=0&lt;br /&gt;
|thunder=+3&lt;br /&gt;
|magnetic=1&lt;br /&gt;
|ice=1&lt;br /&gt;
|break=5&lt;br /&gt;
|tape=1/1/N&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=0/0/0&lt;br /&gt;
|beet=2&lt;br /&gt;
|rec=1/2&lt;br /&gt;
|banshee=4&lt;br /&gt;
|propeller=0&lt;br /&gt;
|cable=+3&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=0&lt;br /&gt;
|bait=1/1&lt;br /&gt;
|power=+3&lt;br /&gt;
|notes=All Contest Weapons can only be used via [[Cheat Mode|cheats]].&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The name &amp;quot;Hodenki&amp;quot; comes from the Japanese word for &amp;quot;Discharger&amp;quot; (放電器, Hōden-ki).&lt;br /&gt;
* Hodenki is ''not'' a Robot Master, for all that he may come across as one. The Boss Gallery in the [[Limestone Pagoda]] labels him as an &amp;quot;Unclassified Robot&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 10}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Bosses]][[Category:MaGMML Original Characters]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Combust_Man&amp;diff=28700</id>
		<title>Combust Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Combust_Man&amp;diff=28700"/>
				<updated>2025-03-27T03:39:02Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#D82800&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:Combumug.png|left|]][[File:Combumug.png|right|]] Combust Man&lt;br /&gt;
|image=[[File:200px-CombustMan.png]]&lt;br /&gt;
|caption=Artwork by Crimson_Camisole&lt;br /&gt;
|script=コンバストマン&lt;br /&gt;
|romaji=Konbasutoman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=Crimson_Camisole &lt;br /&gt;
|programmer=[[Peterdun]]&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor=Green&lt;br /&gt;
|at=4 (contact)&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Flame&lt;br /&gt;
|weak=Everything but [[Flash Stopper]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Combust Man (stage)|Combust Man]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation= &lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (&amp;quot;Boss&amp;quot;)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2 CombustMan.png‎]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|I like the way Combust Man combusts when you shoot him, though.|Enjl|[[Make a Good Mega Man Level 2]]}}&lt;br /&gt;
'''Combust Man''' is a boss from ''[[Make a Good Mega Man Level 2]]'', found at the end of [[Combust Man (stage)|his self-titled stage]]. As his name suggests, he is a fire Robot Master, albeit one prone to spontaneous combustion. Later, he reappears in the Wily stage [[Reality Core]], fused with [[Chomp Man]] to create [[Chimerabot 2]]. &lt;br /&gt;
&lt;br /&gt;
Combust Man makes a reappearance in ''[[Make a Good Mega Man Level 3]]'', as an NPC in the [[NEO Pit of Pits]] sublevel &amp;quot;Combust Man...?&amp;quot;. Talking to him has him claim being an NPC is the only way he can't die, even though it means he also can't fight back, before abruptly exploding yet again.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Combust Man is a joke boss that does nothing but stand there during his &amp;quot;boss fight&amp;quot;. He takes 28 damage from all types of damage, so a single shot from Mega Man's buster is all it takes to beat him. He quite literally lives up to his name, where he combusts into an explosion upon taking any forms of damage.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#99B1FF;&amp;quot;&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; |Sprite&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; |Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |MaGMML Appearance(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; |Location(s)&lt;br /&gt;
! width=&amp;quot;13%|Description&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Designer(s)&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |HP&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; |Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[File:OldMan.png]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|Old Man&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|''[[Make a Good Mega Man Level 3|MaGMML3]]''&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[The Level Equivalent of An Old Man Rambling at You]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|A literal old man, who has just one health point. Deals instant-kill contact damage.&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|[[Zunzet]]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot;|88 (contact)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Combust Man===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=28/28/28&lt;br /&gt;
|hornet=28&lt;br /&gt;
|jewel=28&lt;br /&gt;
|grab=28&lt;br /&gt;
|triple=28&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=28&lt;br /&gt;
|wheel=28&lt;br /&gt;
|sakugarne=28&lt;br /&gt;
|wire=28&lt;br /&gt;
|arrow=28&lt;br /&gt;
|notes=Combust Man technically doesn't have code that stops him if Flash Stopper is active. However, this is because he has no code for battling to begin with.&lt;br /&gt;
}}&lt;br /&gt;
===Old Man===&lt;br /&gt;
{{Damagetable3&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|spark=1&lt;br /&gt;
|laser=2&lt;br /&gt;
|water=0&lt;br /&gt;
|tornado=7&lt;br /&gt;
|thunder=1&lt;br /&gt;
|magnetic=0&lt;br /&gt;
|ice=4&lt;br /&gt;
|break=1&lt;br /&gt;
|tape=1/3/N&lt;br /&gt;
|lantern=1&lt;br /&gt;
|prismatic=1/2/3&lt;br /&gt;
|beet=1&lt;br /&gt;
|rec=1/3&lt;br /&gt;
|banshee=1&lt;br /&gt;
|propeller=1&lt;br /&gt;
|cable=1&lt;br /&gt;
|shoes=1&lt;br /&gt;
|royal=1&lt;br /&gt;
|bait=1/1&lt;br /&gt;
|power=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OldManArt.png|Old Man (Artwork by '''Karakato''')&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[File:CombustWTH.png|thumb|right|200px|Behold, Combust Man's one strength--a partial immunity to plumber shoes.]]&lt;br /&gt;
* If [[Cheat|cheats]] are used to bring Mario into Combust Man's battle, his jump attack will not instantly kill him. However, the fireball attack ''will''. This was most likely a programming oversight, as the boss wasn't meant to be battled with Mario.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Entry Bosses}}&lt;br /&gt;
{{MaGMML2 Tier 3}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
{{MaGMML3 Tier 1}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier 3 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cutter_Chip&amp;diff=28695</id>
		<title>Cutter Chip</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cutter_Chip&amp;diff=28695"/>
				<updated>2025-03-26T23:21:50Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapondata&lt;br /&gt;
|align=right&lt;br /&gt;
|imagebg=#FFFFFF&lt;br /&gt;
|name=[[File:CutterChipIcon.png|left]][[File:CutterChipIcon.png|right]]Cutter Chip&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|programmer=[[snoruntpyro]]&lt;br /&gt;
|jname=&lt;br /&gt;
|script=カッターチップ&lt;br /&gt;
|romaji=Kattā Chippu&lt;br /&gt;
|boss=N/A&lt;br /&gt;
|eagainst=&lt;br /&gt;
|user=[[Zero]]&lt;br /&gt;
|at= &lt;br /&gt;
|cost=All units (approx. 56 seconds)&lt;br /&gt;
|capacity=1 or more uses&lt;br /&gt;
|type=Boomerang&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|appearances=[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]]&lt;br /&gt;
|sprite=[[File:CutterBusterWep.png|Cutter Buster]] [[File:CutterSaberWep.png|Cutter Saber]] [[File:CutterBurstWep.png|Cutter Burst]][[File:CutterDriveWep.png|Cutter Drive]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Cutter Chip''' is one of five elemental chips in ''[[Make a Good Mega Man Level: Episode Zero]]''. Like the other chips, it was developed by [[Sophie Hyde]] for her [[Blank Drive|drive system]], and is the only one not to be stolen by [[SRARA]]. [[Zero]] receives it alongside the Blank Drive in [[Mega City]], after chasing off [[SRARA Up n' Down]]. Unlike the other four chips, the Cutter Chip has no effect on Zero's mobility while equipped. It has a moderate energy consumption, using one bar roughly every two seconds, and like all chips is refilled after dying or reaching a checkpoint. Switching to another chip will stop the chip's energy from draining further.&lt;br /&gt;
&lt;br /&gt;
When equipped, it imbues Zero's weapons with a cutter element, with many attacks receiving a boomerang attribute:&lt;br /&gt;
* The [[Z-Buster]] boomerangs back to Zero after a short distance, and is able to penetrate enemies (but cannot pierce shields). The shot itself resembles a small version of [[Cut Man]]'s Rolling Cutter.&lt;br /&gt;
* The [[Z-Saber]] remains the same on the ground, but when used in the air, Zero performs the Rolling Slash - a spin attack that damages enemies and only stops when Zero lands or takes damage.&lt;br /&gt;
* The [[Z-Burst]] flies out in a slightly wider formation, before boomeranging back to Zero after travelling a small distance.&lt;br /&gt;
* The [[Blank Drive]] fires four large boomerangs outwards, which cover Zero in a circle.&lt;br /&gt;
&lt;br /&gt;
Against enemies, weapons equipped with the Cutter Chip have the following damage values:&lt;br /&gt;
* Cannons: 2 (Z-Buster, Z-Burst), 3 (Z-Saber, Blank Drive)&lt;br /&gt;
* Cluster: 2 (all weapons)&lt;br /&gt;
* Joes: 2 (Z-Buster), 4 (Z-Saber, Blank Drive), 3 (Z-Burst)&lt;br /&gt;
* Mets: 2 (Z-Buster), 4 (Z-Saber, Blank Drive), 3 (Z-Burst)&lt;br /&gt;
* Shield Attackers: 2 (Z-Buster), 4 (Z-Saber, Blank Drive), 3 (Z-Burst)&lt;br /&gt;
* Shielded: 2 (Z-Buster), 4 (Z-Saber, Blank Drive), 3 (Z-Burst)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{|&lt;br /&gt;
|[[File:MaGMMLEZ-CutterBuster-Art.png|thumb|none|200px|alt=|Cutter Buster]]&lt;br /&gt;
|[[File:MaGMMLEZ-CutterSaber-Art.png|thumb|none|200px|alt=|Cutter Saber]]&lt;br /&gt;
|[[File:MaGMMLEZ-CutterBurst-Art.png|thumb|none|200px|alt=|Cutter Burst]]&lt;br /&gt;
|[[File:MaGMMLEZ-CutterDrive-Art.png|thumb|none|200px|alt=|Cutter Drive]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* [[Zero#Zero Soul|Zero Soul]] uses an attack identical to the Cutter Chip's Blank Drive in ''[[Make a Good Mega Man Level Remastered]]''.&lt;br /&gt;
* The Cutter Chip is the only unavoidable chip in ''MaGMML: Episode Zero''; by avoiding [[Horizon Zero]], [[Metropolitan Neapolitan]], [[Stormy Spire]], and [[Space Jam]], the player can gather enough [[Energy Element]]s to unlock [[S.R.A.R.A. HQ]] without unlocking any of the other chips.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMMLEZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]][[Category:Make a Good Mega Man Level: Episode Zero Weapons]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Die_Sign&amp;diff=28694</id>
		<title>Die Sign</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Die_Sign&amp;diff=28694"/>
				<updated>2025-03-26T22:59:29Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#9C9C9C&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=Die Sign&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ダイサイン&lt;br /&gt;
|romaji=Daisain&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[ThatEntityPerson|Entity1037]]&lt;br /&gt;
|programmer=[[ThatEntityPerson|Entity1037]]&lt;br /&gt;
|artist=[[ThatEntityPerson|Entity1037]]&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|eyecolor=No eyes&lt;br /&gt;
|at=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Neutral&lt;br /&gt;
|weak=[[Super Arrow]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Null and Void (MaGMML2)|Null and Void]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv|mirror=[[File:DieSign.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
The '''Die Sign''' is a boss from ''[[Make a Good Mega Man Level 2]]''. It is a sign similar in appearance to [[Sign (Mega Man 8)|the ones seen in]] ''[[Mega Man 8]]'' that signal when [[Mega Man]] must jump or slide. In a similar fashion, this sign signals that it wishes to kill Mega Man. It appears at the end of [[Entity1037]]'s section on the sixth floor of [[Null and Void (MaGMML2)|Null and Void]], where it chants &amp;quot;DIE! DIE!&amp;quot; at the end of the [[Frost Sled]] segment before summoning a series of [[Quick Laser]]s behind Mega Man. It is then fought two rooms later.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
The Die Sign starts its pattern by floating out of Mega Man's reach, dropping six bombs. It then floats down to one side of the screen, shakes violently, then charges to the other side of the screen. Its pattern then repeats.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=2/2/4&lt;br /&gt;
|hornet=1&lt;br /&gt;
|jewel=2&lt;br /&gt;
|grab=2&lt;br /&gt;
|triple=2&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=2&lt;br /&gt;
|wheel=2&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=2&lt;br /&gt;
|arrow=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The sound clip used for Die Sign's chant of &amp;quot;DIE! DIE!&amp;quot; comes from a piece of dialogue from the Philips CD-i video game ''Link: The Faces of Evil''. The dialogue in question is a line from the final boss, Ganon, who, before his fight, says, &amp;quot;Join me, Link, and I will make your face the greatest in Koridai! Or else you will DIE!&amp;quot;&lt;br /&gt;
* Die Sign was once used as an emote in the ''Make a Good Mega Man Level'' Discord.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level 2]][[Category:Tier X (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Toad_Man%27s_Revenge&amp;diff=28693</id>
		<title>Toad Man's Revenge</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Toad_Man%27s_Revenge&amp;diff=28693"/>
				<updated>2025-03-26T22:52:50Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#398C10&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:ToadMansRevengeMugshot.png|left]] Toad Man's Revenge [[File:ToadMansRevengeMugshot.png|right]]&lt;br /&gt;
|image=[[File:Toad.png|300px|Artwork of Toad Man by Capcom]]&lt;br /&gt;
|caption= Artwork of Toad Man by Capcom&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= &lt;br /&gt;
|programmer= [[Entity1037]]&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Red&lt;br /&gt;
|at= 8 (contact)&amp;lt;br&amp;gt;8 (Rain Flush)&amp;lt;br&amp;gt;3 (Wheel Cutter)&amp;lt;br&amp;gt;4 (Sakugarne)&amp;lt;br&amp;gt;4 (Wire Adaptor)&amp;lt;br&amp;gt;3 (Super Arrow)&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=84&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Nature, Water&lt;br /&gt;
|weak=[[Wire Adaptor]], [[Super Arrow]], [[Sakugarne]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Hardcore Parkour]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite= {{MirrorDiv |mirror=[[File:ToadManRevenge.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Ohohoho! I can feel the power coursing through me!!! No wonder you always beat everyone...|Toad Man|[[Hardcore Parkour]].}}&lt;br /&gt;
&lt;br /&gt;
'''Toad Man's Revenge''' is a boss from ''[[Make a Good Mega Man Level 2]]''. He is [[Toad Man]] after having absorbed the powers of [[Wheel Cutter]], [[Sakugarne]], [[Wire Adaptor]], and [[Super Arrow]]. He serves as the main boss of [[Hardcore Parkour]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Toad Man's Revenge will randomly pick between the following attacks:&lt;br /&gt;
* Float to the top of the screen, then fly back and forth while dropping down Wheel Cutters, coming back down after dropping six. Toad Man's Revenge will always start the battle with this attack.&lt;br /&gt;
* Jump to the edge of the screen, float about halfway to the top, and summon six Sakugarnes, which will hop to the other side of the screen with varying jump heights.&lt;br /&gt;
* Jump to the center of the screen, summoning a wave of Wire Adaptors from above (stopping at the leftmost and rightmost sides of the screen), followed by a wave of Wire Adaptors from below (stopping about 1 tile away from Toad Man's Revenge on each side).&lt;br /&gt;
* Jump to the edge of the screen and fire four groups of three Super Arrows, each in a different formation. [[Mega Man]] can stand on top of the arrows.&lt;br /&gt;
* Jump four times, creating a quake each time he lands. If Mega Man is on the ground when a quake happens, Toad Man's Revenge will use Rain Flush.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/2/4&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 3&lt;br /&gt;
| wire = 4&lt;br /&gt;
| arrow = 4&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = In Hardcore Parkour, [[Mega Buster]] is the only weapon enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Upon dying to Toad Man's Revenge in Hardcore Parkour and respawning in the boss room, he will immediately enter his death animation and the [[Energy Element]] will be given to Mega Man. It is unknown what causes this bug.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level 2]][[Category:Tier X (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=28692</id>
		<title>Autobounce</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Autobounce&amp;diff=28692"/>
				<updated>2025-03-26T22:37:08Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#8D83AB&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name=[[File:AutobounceIcon.png|left]]Autobounce[[File:AutobounceIcon.png|right]]&lt;br /&gt;
|image=[[File:AutoBounce.png]]&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Garirry&amp;lt;br&amp;gt;ACESpark (sprite)&lt;br /&gt;
|programmer= Garirry&amp;lt;br&amp;gt;SnoruntPyro (additional attacks)&lt;br /&gt;
|gender= &lt;br /&gt;
|eyecolor = Varies&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Copy&lt;br /&gt;
|weak= Varies&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Inner Sanctum]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Autobounce''' is a boss in ''[[Make a Good Mega Man Level 2]]''. It appears at the end of the fourth [[Wily Star II]] stage, [[Inner Sanctum]].&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
[[File:AutoBounceForms.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Autobounce, fittingly enough, spends the fight bouncing around the room. It is only vulnerable to one special weapon at a time, denoted by its current appearance and color scheme (which changes after the player lands a hit on it). It always starts vulnerable to [[Wheel Cutter]], but after that it changes its appearance at random. Autobounce telegraphs all of its attacks by flashing white and playing a sound effect; its attacks come out faster as it loses more health. Its attacks are as follows:&lt;br /&gt;
* [[Hornet Chaser]]: Shoots a trail of explosions that homes in on the player.&lt;br /&gt;
* [[Jewel Satellite]]: Shoots a [[Gemini Laser]] projectile at the nearest wall.&lt;br /&gt;
* [[Grab Buster]]: Shoots three Grab Buster shots in a line. These shots heal Autobounce for 2 HP if they connect.&lt;br /&gt;
* [[Triple Blade]]: Fires two blades into the air that then fall to the ground.&lt;br /&gt;
* [[Slash Claw]]: Releases a burst of energy surrounding it. In this form, Autobounce speeds up over time until it is hit.&lt;br /&gt;
* [[Wheel Cutter]]: Shoots two [[Metal Blade]] projectiles.&lt;br /&gt;
* [[Sakugarne]]: Releases two rocks from its head that break apart into two smaller rocks upon hitting the ground.&lt;br /&gt;
* [[Super Arrow]]: Shoots a buster shot that spreads into a wide arc upon hitting a wall, similar to [[Centaur Man]]'s attack.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 0/0/0&lt;br /&gt;
| hornet = 2&lt;br /&gt;
| jewel = 2&lt;br /&gt;
| grab = 2&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 0&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = Alter weapons are disabled against Autobounce, and it is only vulnerable to one weapon at a time.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Autobounce originally had 56 HP instead of 28 HP, but to compensate, weapons did 4 damage to it instead of 2.&lt;br /&gt;
* Autobounce's Grab Buster attack was nerfed in v1.3.0. Before this version, it fired an additional shot, and healed for 4 HP instead of 2.&lt;br /&gt;
* Because Autobounce is immune to the [[Mega Buster]] at all times, it is one of two bosses (alongside [[Wily Machine SWORD]]) in the [[The Arena|True Arena]] where using special weapons is allowed for the &amp;quot;Masochist&amp;quot; [[Achievements|challenge]].&lt;br /&gt;
* During very early development, Autobounce used basic blank placeholder graphics that had no visual difference in the forms aside from the colors changing, making it hard to tell the form it's currently in. Its graphics were later created by [[ACESpark]], and were designed to eradicate this issue.&lt;br /&gt;
** The boss also lacked attacks; these were added late in development by [[snoruntpyro]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Riplings&amp;diff=28691</id>
		<title>Riplings</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Riplings&amp;diff=28691"/>
				<updated>2025-03-26T22:32:49Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#7D7F85&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:RiplingsMugshot.png|left|]][[File:RiplingsMugshot.png|right|]] Riplings&lt;br /&gt;
|image=[[File:Wily3 Ripling.png]]&lt;br /&gt;
|caption=&lt;br /&gt;
|script= &lt;br /&gt;
|romaji = &lt;br /&gt;
|number= &lt;br /&gt;
|designer= Enjl &lt;br /&gt;
|programmer= Enjl&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor = Green&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=84 (total)&amp;lt;br&amp;gt;28 (individual Ripling)&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Cutter&lt;br /&gt;
|weak=[[Grab Buster]]&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Lever Oriental Enchanted]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level 2|MaGMML2]]&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|Oh no, it's an angry... erm... diamond!|[[Cheez8]]| }}&lt;br /&gt;
&lt;br /&gt;
The '''Riplings''' are a boss in ''[[Make a Good Mega Man Level 2]]''. They appear at the end of [[Lever Oriental Enchanted]], the third Stage of the Wily Star II.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
The Riplings appear in a group of three, each with their own health bar; only one attacks you at first, and after defeating that one, the other two will enter the fight. Both of these Riplings perform their attacks at the same time, but they do not always do the same attack at the same time. Each one has four possible attacks, performed at random:&lt;br /&gt;
* Appears at the top of the screen, and follows your position before quickly dropping down.&lt;br /&gt;
* Appears on the ground at either the left or right edge of the screen, before rushing over to the other side.&lt;br /&gt;
* Shoots its blades in the four cardinal directions, and then again in an X-Shaped pattern at a slight angle.&lt;br /&gt;
* The blades detach and spin around it quickly at a fixed distance. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The Riplings aren't the most threatening boss in Wily Star II, but their quick attack speed is what makes them tricky. For the first phase, try getting familiar with its tells, knowing to slide quickly away from it if it does anything but the ground move. While their weakness is technically Grab Buster, due to their almost complete lack of invincibility frames one can possibly get in more buster shots quickly because of the speed at which the projectiles travel. It is up to preference what they are fought with.&lt;br /&gt;
&lt;br /&gt;
In the second phase, it gets much more tricky. Since the Riplings pick from their attacks at random independently, there are many combinations one should be prepared for.&lt;br /&gt;
*Both will appear on the ground and rush towards you, one coming from the left and one from the right. Most easily avoided by standing in the middle and jumping.&lt;br /&gt;
*Both will appear on the ground and rush towards you, both coming from the same side and slightly delayed. Most easily avoided by getting some distance from them and then quickly hopping over the first, then over the second.&lt;br /&gt;
*Both will appear very high up and drop down onto you slightly delayed. Best avoided by luring them for about a second and then sliding away in the opposite direction.&lt;br /&gt;
*One will rush towards you while the other one tries to fall on you. Best avoided by walking away from the bottom one for roughly half a second and then jumping.&lt;br /&gt;
*Both will perform the blade shot in mid-air. Best avoided by standing in the middle for the first blade shot and then moving slightly to the left of the left Ripling for the X-Shot.&lt;br /&gt;
*Both will perform their shield spin attack. Best avoided by staying exactly in the middle between them.&lt;br /&gt;
*Et cetera. Just about every combination of attacks is possible.&lt;br /&gt;
&lt;br /&gt;
For most of their attacks it's suggested to stay in the middle and react accordingly. This phase is all about reflexes, and once you know what the tells mean and what different attacks there are in the second phase, this shouldn't be too hard a boss fight.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 4&lt;br /&gt;
| triple = 2&lt;br /&gt;
| slash = 2&lt;br /&gt;
| wheel = 1&lt;br /&gt;
| sakugarne = 2&lt;br /&gt;
| wire = 1&lt;br /&gt;
| arrow = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = No Ripling has invulnerability frames, meaning at close range Triple Blade will deal more damage than Grab Buster.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Ripling's sprites are used by [[Enjl]] in one of his [https://www.youtube.com/watch?v=stWB3cfJmXw LunaLua tutorial videos for SMBX2.]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Fortress Guardian]][[Category:Wily Star]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Mecha_Bubble_Man&amp;diff=28690</id>
		<title>Mecha Bubble Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Mecha_Bubble_Man&amp;diff=28690"/>
				<updated>2025-03-26T22:29:34Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#366DA8&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:MechaBubbleManMugshot.png|left]][[File:MechaBubbleManMugshot.png|right]]Mecha Bubble Man&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=メカバブルマン&lt;br /&gt;
|romaji=Meka Baburuman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[snoruntpyro]] (based off a design by Takashi Tanaka)&lt;br /&gt;
|programmer=snoruntpyro&lt;br /&gt;
|artist=snoruntpyro&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|at=&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=56&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Water&lt;br /&gt;
|weak=[[Hornet Chaser]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=[[Water Ducts]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Underwater Combat Robot&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:Wily1_MechaBubble.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
'''Mecha Bubble Man''' is a boss from ''[[Make a Good Mega Man Level 2]]''. He is [[Bubble Man]], but sporting a blue color scheme, completely black eyes, and a Ride Armor from ''Mega Man X''. He appears as the boss of [[Water Ducts]], the first [[Wily Star II]] stage.&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Mecha Bubble Man uses the following pattern:&lt;br /&gt;
*Jump below the screen and shoot three pairs of Jelectros (from ''Super Mario Bros. 3'') that slowly float up. The water in the room will then briefly drop down, causing the Jelectros to fall off the screen.&lt;br /&gt;
*Jump onto the screen from below [[Mega Man]] and walk forward for a short period of time before shooting a homing bubble with a bomb encased in it.&lt;br /&gt;
*Jump below the screen and call a [[Big Fish]] to drop down from above Mega Man.&lt;br /&gt;
*Jump onto the screen and shoot three bubbles that each explode into eight small projectiles.&lt;br /&gt;
*Jump forward, then jump below the screen and drop a group of Sea Mines from above. The water will then drop down, causing the Sea Mines to fall.&lt;br /&gt;
*Jump onto the screen and call four fish (the same fish that [[Splash Woman]] summons).&lt;br /&gt;
*Jump below the screen while the water drops and rises back up. Four SRU-21/Ps will fall from above, and land in the water once it rises back up.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that Mecha Bubble Man's hitbox is still on-screen even when he himself is not; this grants Mega Man the opportunity to hit him with [[Hornet Chaser]] or [[Triple Blade]].&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/2/3&lt;br /&gt;
|hornet=6&lt;br /&gt;
|jewel=2&lt;br /&gt;
|grab=1&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=N&lt;br /&gt;
|slash=1&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=2&lt;br /&gt;
|wire=1&lt;br /&gt;
|arrow=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Mecha Bubble Man bears more than a passing resemblance to [[Plant Man]] from ''Mega Man: Square Root of Negative One'', who also fought the player in a Ride Armor. Given that both bosses were made by [[snoruntpyro]], this is likely not a coincidence.&lt;br /&gt;
* The sound effect that plays when Mecha Bubble Man calls for a Big Fish or Splash Woman's fish comes from ''Super Mario World''.&lt;br /&gt;
* The [[CWU-01P]] fakeout preceding Mecha Bubble Man's battle was apparently done because snoruntpyro doesn't like CWU-01P.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Wily Star}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:Fortress Guardian]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=28689</id>
		<title>Future</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Future&amp;diff=28689"/>
				<updated>2025-03-26T22:23:40Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#3E3949&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:FutureMugshot.gif|left|Future's mugshot]][[File:FutureMugshot.gif|right|Future's mugshot]] Ghost of Christmas Future&lt;br /&gt;
|image=[[File:FutureArt.png|250px|Artwork by ACESpark]]&lt;br /&gt;
|caption=Artwork by '''ACESpark'''&lt;br /&gt;
|script=ゴーストオブクリスマスフューチャー&lt;br /&gt;
|romaji=Gōsuto obu Kurisumasu Fuyūchā&lt;br /&gt;
|number=CDN-003&lt;br /&gt;
|designer=[[ACESpark]]&lt;br /&gt;
|programmer=[[The Stove Guy]]&lt;br /&gt;
|artist=ACESpark&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at= &lt;br /&gt;
|weapon=Twinkle Buster (Mega Man's Christmas Carol)&amp;lt;br&amp;gt;Future Scythe (Mega Man's Christmas Carol Remix)&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Shadow&lt;br /&gt;
|weak=[[Hornet Chaser]]&lt;br /&gt;
|affiliations=[[Doctor Thomas Light|Dr. Light]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 7 (MaGMML2)|Tier 7]]&lt;br /&gt;
|occupation=Museum Curator&amp;lt;br&amp;gt;McWily's Worker&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&lt;br /&gt;
|appear2=''Mega Man's Christmas Carol (Remix)''&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2TFutureSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|WHY DO YOU JEST?! I AM DEATH! I AM YOUR END! I AM FUTURE!|Future|obviously unhappy about what his new job is doing to his publicity}}&lt;br /&gt;
&lt;br /&gt;
The '''Ghost of Christmas Future''', also known simply as '''Future''', originally known as '''Macabre Man''', is a boss from the Sprites INC fangame ''Mega Man's Christmas Carol'', and its remake, ''Mega Man's Christmas Carol Remix''. Modeled after the Ghost of Christmas Yet to Come from the Charles Dickens book ''A Christmas Carol'' (albeit with a different, less clunky name), he was originally created by [[Doctor Thomas Light|Dr. Light]] to serve as a curator for the Victorian Museum in England, but was later modified for combat.&lt;br /&gt;
&lt;br /&gt;
Future appears in ''[[Make a Good Mega Man Level 2]]'', where he serves as a tier boss. Unlike most tier bosses, his attack pattern is mostly the same as his previous appearances, though he does have some new attacks.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Mega Man's Christmas Carol (Remix)''===&lt;br /&gt;
Future is one of the four main Robot Masters. By the game's nature, he has no stage, and [[Mega Man]] goes straight to his boss fight, during which he floats in the air and summons numerous spinning scythes to attack. Additionally, a red scythe will occassionally appear, which tracks Mega Man between regular pauses before self-destructing. Though he tends to stay out of the [[Mega Buster]]'s range, he will sometimes float lower to the ground, where he can be more easily damaged. He is weak to the Candy Cane, the weapon of Past, while the Twinkle Buster he gives is the weakness of Present.&lt;br /&gt;
&lt;br /&gt;
In ''Mega Man's Christmas Carol Remix'', Future attacks in the same way, but now occasionally teleports around the arena while throwing his own scythe as a boomerang.  A timer in the background counts down from 44 seconds; if Future isn't killed before it reaches zero, he will eschew his scythe summoning for teleporting at random while throwing his scythe at Mega Man. Instead of the Twinkle Buster, Mega Man obtains the Future Scythe, which acts as a boomerang projectile.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Future appears as the boss of [[Tier 7 (MaGMML2)|Tier 7]], McWily's. He appears shortly after destroying the apparant tier boss, [[Pepsi Man]], stating that nobody fights during his shift. However, he grows enraged at Mega Man, believing he arrived to mock him for working at McWily's, and swiftly breaks his own rules in pursuit of vengeance.&lt;br /&gt;
&lt;br /&gt;
Future has a random attack pattern. After blocking off the boss gate with flames, he will float back and forth at a height that [[Mega Man]] cannot reach, while summoning blue scythe projectiles that home in on Mega Man. At certain points, Future will stop to use one of the following attacks before he continues floating:&lt;br /&gt;
* Summon four homing scythes at once.&lt;br /&gt;
* Throw his own scythe, which returns to Future like a boomerang. He may throw the scythe a second time before his pattern continues.&lt;br /&gt;
* Summon an hourglass, and slow Mega Man down temporarily.&lt;br /&gt;
The height that Future floats at changes at certain points throughout the fight, which gives Mega Man an opportunity to attack. Once Future's health reaches 0, several flames will erupt from his body, which can still hurt Mega Man. If these flames are avoided, Future will explode and drop the [[Energy Element]]. After his defeat, Future appears as an NPC in [[Chateau Chevaleresque]].&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 |{{!}} {{!!}} ''(Pepsi Man stands by the other side of the screen)''&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Wait a minute. Who are you?&lt;br /&gt;
 |{{!}}'''Pepsi Man'''{{!!}} I have been awaiting your arrival. My name is Pepsi Man.&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Pepsi? I don't know. I am not really into that. I definitely prefer Coc-&lt;br /&gt;
 |{{!}}'''Pepsi Man'''{{!!}} WHAT!? How dare you deny the best Cola to ever exist in the universe?! I am going to wash your sinful preferences off of your circuit with phosphoric acid.&lt;br /&gt;
 |{{!}}{{!!}}''(Mega Man 3's boss music starts playing and a healthbar appears, before being abruptly halted by a flying scythe which instantly kills Pepsi Man. Future fades in.)''&lt;br /&gt;
 |{{!}}'''Future'''{{!!}} There will be no fighting during my shift!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oh, it is you Mega Man.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Are you here so that you can taunt me for working at Mc Wilys?{{sic}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To laugh at the one reduced to this menial labour!?!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I was classically trained! A literacy star! You would mock me!?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;WHY DO YOU JEST?! I AM DEATH! I AM YOUR END! I AM FUTURE!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;DEATH! KILL! DESTROY! MURDER! EXTERMINATE! EXTERMINATE! EXTERMINATE!!!!&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 2.5&lt;br /&gt;
| jewel = 1&lt;br /&gt;
| grab = 1&lt;br /&gt;
| triple = 1&lt;br /&gt;
| flash = N&lt;br /&gt;
| slash = 1&lt;br /&gt;
| wheel = 2&lt;br /&gt;
| sakugarne = 1&lt;br /&gt;
| wire = 2&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| notes = &lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Future is a homage to Death (also known as the Grim Reaper) from the ''Castlevania'' series, with whom he shares a similar &amp;quot;multiple small spinning scythes&amp;quot; attack. When dying in ''Mega Man's Christmas Carol Remix'', he makes the same death scream and flame explosion as defeated bosses in ''Akumajou Densetsu'' (the Famicom version of ''Castlevania III: Dracula's Curse''). While the fire effect is absent from his ''MaGMML2'' appearance, his dying flame attack uses the same graphics.&lt;br /&gt;
* In the pre-release version of ''MaGMML2'' (as seen in [[Flashman85]]'s initial streams of the contest results), Future's battle theme was the boss theme from the original Flash version of ''Mega Man's Christmas Carol''. In the final game, his battle theme is instead the theme for the fight against the Light Devil from ''Mega Man's Christmas Carol 2'', which was re-used in ''Mega Man's Christmas Carol Remix'' as the standard boss theme. Both themes are NES-styled renditions of the song &amp;quot;Carol of the Bells&amp;quot;.&lt;br /&gt;
* To date, Future is the only tier boss in the ''MaGMML'' series that can harm and/or kill the player even after being defeated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 7}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier Bosses]][[Category:Tier 7 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Bosses]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Cheat_Man&amp;diff=28688</id>
		<title>Cheat Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Cheat_Man&amp;diff=28688"/>
				<updated>2025-03-26T22:09:46Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#404362&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:CheatManMugshot.png|left|Cheat Man's mugshot]][[File:CheatManMugshot.png|right|Cheat Man's mugshot]] Cheat Man&lt;br /&gt;
|image=[[File:Rockman CX cheat.png|128px]]&lt;br /&gt;
|caption=Artwork by '''Himajin Jichiku'''&lt;br /&gt;
|script=チートマン&lt;br /&gt;
|romaji=Chītoman&lt;br /&gt;
|number=DLN-010&lt;br /&gt;
|designer=Himajin Jichiku&lt;br /&gt;
|programmer=[[NaOH]]&lt;br /&gt;
|gender=Male&lt;br /&gt;
|eyecolor=Purple &lt;br /&gt;
|at= &lt;br /&gt;
|weapon=Cheat Saber&lt;br /&gt;
|hp=28&lt;br /&gt;
|type=Space&lt;br /&gt;
|weak=[[Flash Stopper]], [[Super Arrow]]&lt;br /&gt;
|affiliations=[[Doctor Thomas Light|Dr. Light]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Tier 6 (MaGMML2)|Tier 6]]&amp;lt;br&amp;gt;[[Deep Thoughts]]&lt;br /&gt;
|occupation=Combat Robot&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&lt;br /&gt;
|appear2=''Rockman CX''&lt;br /&gt;
|sprite={{MirrorDiv |mirror=[[File:MaGMML2TCheatManSprite.png]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{quote|You're wondering how I got here, aren't you, [[Mega Man|Mega Man?]] Well, I looked up all the answers, of course! I am CHEAT Man after all! Mwahahahaha!|Cheat Man|[[Deep Thoughts]]}}&lt;br /&gt;
&lt;br /&gt;
'''Cheat Man''' is a Robot Master from the ''[[Mega Man 2|Rockman 2]]'' ROM hack ''Rockman CX''. He was created by [[Doctor Thomas Light|Dr. Light]] to destroy the titular Rockman CX, a knockoff of [[Mega Man]] created by [[Doctor Albert W. Wily|Dr. Wily]]. As his name suggests, his main ability is distorting the game to gain an unfair advantage in battle.&lt;br /&gt;
&lt;br /&gt;
He appears in ''[[Make a Good Mega Man Level 2]]'' as a tier boss, and makes a few other appearances throughout the game. Cheat Man is significantly less difficult here than he is in ''Rockman CX'', but he is still very much a threat.&lt;br /&gt;
&lt;br /&gt;
==Game Appearances==&lt;br /&gt;
===''Rockman CX''===&lt;br /&gt;
Cheat Man is one of the eight Robot Masters. His stage is set across a city's rooftops, which Rockman CX must navigate. During the battle against Cheat Man, he attacks by cheating in numerous ways, including (but not limited to) teleporting Rockman CX so his own attacks damage himself, gradually refilling his health, deleting half of the arena to create a bottomless pit, swapping healthbars with Rockman CX if the latter's is higher, throwing instant kill spikes, distorting the room's background and tiles, and using his Cheat Saber, which instantly kills Rockman CX on contact. When refought alongside the other seven Robot Masters in Dr. Light's Laboratory, Cheat Man is supported by three enemies from the video game ''Mother 3''; a Gently Weeping Guitar, a Jealous Bass, and a Beaten Drum. He also gains several new &amp;lt;s&amp;gt;ways to be a cheating git&amp;lt;/s&amp;gt; attacks. &lt;br /&gt;
&lt;br /&gt;
Cheat Man's weakness is Mega Man's Special Weapon, the [[Mega Buster]]. His Cheat Saber, however, isn't the weakness of any one boss in particular; rather, it instantly kills any boss it is used on. The one exception is, ironically, Cheat Man himself, who will manipulate the game to have it kill Rockman CX instead if he tries using it on him.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Cheat Man appears as the boss of [[Tier 6 (MaGMML2)|Tier 6]], the Battle Network. On entering the boss corridor, Cheat Man will trap Mega Man in the left wall, forcing him upwards while transforming the area into a recreation of his original ''Rockman CX'' stage, before the battle begins proper. He also appears as a normal boss towards the end of the [[Tier X (MaGMML2)|Tier X]] stage [[Deep Thoughts]].&lt;br /&gt;
&lt;br /&gt;
All fights with him start with dialogue, and he begins the fight by throwing the text of the final dialogue box at Mega Man while shooting three projectiles straight forward. He then floats near the top of the room and shoots two large projectiles that bounce off of surfaces eight times. After that, he uses the following pattern:&lt;br /&gt;
* He will float back down to the ground and charge up a laser. Cheat Man will try to fake Mega Man out by waiting until a split-second after what sounds like an audio cue to shoot the laser. The laser reduces Mega Man's health to 1; in Deep Thoughts, it outright kills him, bypassing the effect of the [[Eddie's_Shop|Skull Amulet]].&lt;br /&gt;
* He will shoot another bouncing projectile, then float back and forth with a glitchy wall in front of him. Shooting this wall will teleport the projectile to the top of the screen, where it will fall down on Mega Man and damage him on contact. This also happens if it makes contact with the [[Sakugarne]] or [[Rush]].&lt;br /&gt;
* At the middle of the room, he will shoot yet another bouncing projectile, float up, and forcibly teleport Mega Man to the top of the room nine times, with the last four times having a smaller window between teleports.&lt;br /&gt;
&lt;br /&gt;
Notably, the background of his fight will become progressively more glitchy and distorted as Cheat Man takes damage. Once the player's save file reaches 100%, Cheat Man will appear as an NPC outside [[Dr. Light's Lab]], where he will congratulate Mega Man on clearing the game 100%, and unlock [[Cheat Mode]]. Talking to him again afterwards will take Mega Man straight to the Cheat Menu.&lt;br /&gt;
&lt;br /&gt;
====Pre-Battle Dialogue====&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 ! Character !! Dialogue&lt;br /&gt;
 {{Alternating rows table section|es=background:#f0f0f0;&lt;br /&gt;
 |{{!}}{{!!}} ''(As Mega Man approaches the boss room, he gets pulled into Cheat Man's stage from Rockman CX. Mega Man enters, and Cheat Man appears, and his health bar fills up)''&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Woah -- Cheat Man? From Rockman CX?&amp;lt;br&amp;gt;Oh gosh, you were by far the hardest boss in that game.&amp;lt;br&amp;gt;Although, of course, it wasn't actually me who fought you -- it was Wily's evil clone of me, Rockman CX.&amp;lt;br&amp;gt;Now I definitely regret suggesting to Dr. Light to give you all those instant kill attacks...&amp;lt;br&amp;gt;As I recall, your pattern revolved around quite a lot of glitches.&lt;br /&gt;
 |{{!}}{{!!}} ''(The text from the text box gradually flies out attacking Mega Man during the next line of dialogue.)''&lt;br /&gt;
 |{{!}}'''Mega Man'''{{!!}} Fortunately, this game's engine is very stable, there is no way you could AAUAUAUGHGHAAUGH&lt;br /&gt;
 |{{!}}{{!!}} ''(If the player is Proto Man)''&lt;br /&gt;
 |{{!}}'''Proto Man'''{{!!}} Interesting. It's Cheat Man.&amp;lt;br&amp;gt;Dr. Light sure built some strange robots after he ditched me.&lt;br /&gt;
 |{{!}}{{!!}} ''(The text from the text box gradually flies out attacking Proto Man during the next line of dialogue.)''&lt;br /&gt;
 |{{!}}'''Proto Man'''{{!!}} Huff. I don't suppose there is anything you could throw at me that I haven't seen -- OOOHHHHH NOOOOOO&lt;br /&gt;
 |{{!}}{{!!}} ''(If the player is Bass)''&lt;br /&gt;
 |{{!}}'''Bass'''{{!!}} HAHAHAHA! What's this?&amp;lt;br&amp;gt;Another worthless robot created by the incorrigible Dr. Light.&amp;lt;br&amp;gt;Your arms aren't even properly attached to your body. Pathetic.&lt;br /&gt;
 |{{!}}{{!!}} ''(The text from the text box gradually flies out attacking Bass during the next line of dialogue.)''&lt;br /&gt;
 |{{!}}'''Bass'''{{!!}} Oh well. I was hoping for a challenge, but I guess I really am the world's greatest robot -- AAAAAAAAARRRRRGH&lt;br /&gt;
 |{{!}}{{!!}} ''(If the player is Roll)''&lt;br /&gt;
 |{{!}}'''Roll'''{{!!}} Woah -- Cheat Man? From Rockman CX?&amp;lt;br&amp;gt;Oh gosh, you were by far the hardest boss in that game.&amp;lt;br&amp;gt;Although, of course, it wasn't actually me who fought you -- it was Wily's evil clone of my brother.&amp;lt;br&amp;gt;Rockman CX had a lot of trouble with him, which is why Wily obviously should have built Roll CX instead.&amp;lt;br&amp;gt;Now I definitely regret suggesting to Dr. Light to give you all those instant kill attacks...&lt;br /&gt;
 |{{!}}{{!!}} ''(The text from the text box gradually flies out attacking Roll during the next line of dialogue.)''&lt;br /&gt;
 |{{!}}'''Roll'''{{!!}} Fortunately, this game's engine is very stable, there is no way you could EEEEEEEEEEEEEPPP&lt;br /&gt;
 |{{!}}{{!!}} ''(If the player is Dr. Light)''&lt;br /&gt;
 |{{!}}'''Dr. Light'''{{!!}} Cheat man! My most powerful creation. From my encounter with Rockman CX.&amp;lt;br&amp;gt;My, oh my. I certainly never thought I would end up having to face you myself.&amp;lt;br&amp;gt;I definitely regret giving you all those instant kill attacks..&amp;lt;br&amp;gt;Hehehehe... fortunately for me, your power relies on hacking and cheating.&lt;br /&gt;
 |{{!}}{{!!}} ''(The text from the text box gradually flies out attacking Dr. Light during the next line of dialogue.)''&lt;br /&gt;
 |{{!}}'''Dr. Light'''{{!!}} Since I am not a robot, there is absolutely no way you can pull any of your AAUAUAUGHGHAAUGH&lt;br /&gt;
 |{{!}}{{!!}} ''(If the player is Rockman CX)''&lt;br /&gt;
 |{{!}}'''Rockman CX'''{{!!}} My worst nightmare.&lt;br /&gt;
 |{{!}}{{!!}} ''(The text from the text box gradually flies out attacking Rockman CX during the next line of dialogue.)''&lt;br /&gt;
 |{{!}}'''Rockman CX'''{{!!}} How many rematches am I destined to fight against you, Cheat Man?&lt;br /&gt;
 |{{!}}{{!!}} ''(If the player is Cut Man?)''&lt;br /&gt;
 |{{!}}'''Cut Man?'''{{!!}} ahem --&amp;lt;br&amp;gt;OH NOES IT DAT CHEAT MAN!&amp;lt;br&amp;gt;THETS THE SHED. GONNA BAD! GONA GONNA BADD!&amp;lt;br&amp;gt;wheezez&amp;lt;br&amp;gt;WUH. DA WUH- OH NOES, TALKS IS HARDS&lt;br /&gt;
 |{{!}}{{!!}} ''(The text from the text box gradually flies out attacking Cut Man? during the next line of dialogue.)''&lt;br /&gt;
 |{{!}}'''Cut Man?'''{{!!}} SPARE ME MOM OK. YEURGHELRUGLHELU YRRLGUHELURLUGHLUGH YEURUHLRLUGHLE&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|hornet=1&lt;br /&gt;
|jewel=2&lt;br /&gt;
|grab=2&lt;br /&gt;
|triple=1&lt;br /&gt;
|flash=Y&lt;br /&gt;
|slash=2&lt;br /&gt;
|wheel=1&lt;br /&gt;
|sakugarne=1&lt;br /&gt;
|wire=1&lt;br /&gt;
|arrow=3&lt;br /&gt;
|notes=Flash Stopper ends earlier than normal when used on Cheat Man.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Prior to the release of the [[Megamix Engine]], Cheat Man appeared on the official ''MaGMML'' Twitter [https://twitter.com/MaGMMLC/status/1011781170378563589 in a &amp;quot;Weapon of the Week&amp;quot; video] showcasing the [[Rush Bike]], where he revealed the engine's Open Beta release date of July 11th, 2018.&lt;br /&gt;
* According to the creator of ''Rockman CX'', Himajin Jichiku, Cheat Man was created simply by taking [[Heat Man]] and adding a C to his name.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML2 Tier 6}}&lt;br /&gt;
{{MaGMML2 Tier X}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Robot Masters]][[Category:Tier Bosses]][[Category:Tier 6 (MaGMML2)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Lost_Caverns_of_Jungata&amp;diff=28683</id>
		<title>Lost Caverns of Jungata</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Lost_Caverns_of_Jungata&amp;diff=28683"/>
				<updated>2025-03-26T08:01:37Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=85th&lt;br /&gt;
|image=[[File:MaGMML3-85-LostCavernsOfJungata.png|256px]]&lt;br /&gt;
|caption=Not surprising it got lost amongst the other Napalm Man tileset levels.&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]'' &lt;br /&gt;
|creator=[[Lizardcommando]]&lt;br /&gt;
|composer=Luna Umegaki (originals)&amp;lt;br&amp;gt;IKA (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=50&lt;br /&gt;
|judge2=44&lt;br /&gt;
|judge3=65&lt;br /&gt;
|judge4=60&lt;br /&gt;
|judge5=66&lt;br /&gt;
|totalscore=57&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]][[File:TricksterTokenClub.png]][[File:TricksterTokenHeart.png]][[File:TricksterTokenDiamond.png]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Batabattan]]&lt;br /&gt;
*[[Batton]]&lt;br /&gt;
*[[Battonton]]&lt;br /&gt;
*[[Irucan]]&lt;br /&gt;
*[[Lyric]]&lt;br /&gt;
*[[New Classical Cannon]]&lt;br /&gt;
*[[New Shield Attacker]]&lt;br /&gt;
*[[Twin Cannon]]&lt;br /&gt;
*[[V]]&lt;br /&gt;
*[[Returning Machine Gun Joe|Vanguardroid MK5]]&lt;br /&gt;
*[[Returning Sniper Joe|Vanguardroid Shielder]]&lt;br /&gt;
*[[Yambow]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Daidine]]&lt;br /&gt;
*[[Drop Platform]]&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
*[[Wave Man Jetski]]&lt;br /&gt;
*[[Wind]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Octoper OA]]&lt;br /&gt;
*[[Gorilla Tank|Roller Dragon MK2]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Pharaoh Man|Vanguardroid]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man Zero 4 - Esperanto&amp;lt;br&amp;gt;'''Boss:''' Mega Man 5 - Boss&lt;br /&gt;
|location=[[Tier 8 (MaGMML3)|Tier 8]]&lt;br /&gt;
|previous=[[Sparks and Sockets]]&lt;br /&gt;
|next=[[Gross Incandescence]]&lt;br /&gt;
}}&lt;br /&gt;
'''Lost Caverns of Jungata''' is the 85th place entry in ''[[Make a Good Mega Man Level 3]]''. Taking place on the lost jungle island Jungata, the level centers around the Vanguardroid series of enemies and a mixture of different gimmicks from ''[[Mega Man 2]]'', ''[[Mega Man 3]]'' and ''[[Mega Man 5]]'', primarily the [[Crash Man]] lifts, the collapsing red platforms and the jet bike from their respective games.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
It's a fairly straightforward romp through the first part of the stage. You'll have to carefully jump on a series of collapsing red platforms to go across a small lake. You'll run into two new enemies of the stage, the green Vanguardroid MK5 and a blue Vanguardroid MK4. The green Vanguardroids can rapidly fire their blasters and jump in the air. The blue Vanguardroids carry a ballistic shield that can block the player's shots. At the end of the first section you'll climb down a ladder and fall down another pit to the second section of the level.&lt;br /&gt;
&lt;br /&gt;
You'll walk through an underground cavern filled with pits, waterfalls and the first Energy Element of the stage. The first energy The waterfalls' currents push you towards the edges of the platforms, which can lead to players falling to their deaths if they are not careful. At the end of the section, you'll come across a drop off section with spikes lining the walls. If you land on a small ledge at the last part of the drop off section, you'll see a wall of shootable blocks. Destroy those blocks and you'll enter a secret room with some random item boxes and an Energy Element. At the bottom of the drop off section, you'll encounter this stage's mini boss, the Roller Dragon MK2. It's basically a reskin of the Gorilla Tank from Mega Man 6. Its mouth cannon fires slightly faster than the Gorilla Tank and the rocket drill fires a bit faster as well. Shoot the Roller Dragon MK2's eyes to defeat it. &lt;br /&gt;
&lt;br /&gt;
The next section has players walking through the jungle once more. There's a giant lake with two collapsible bridges. This section branches off into two separate paths. One path takes you to an underground river jet ski section and the other path takes you to another series of underground waterfalls and Crash Man lifts.&lt;br /&gt;
&lt;br /&gt;
===Jet Ski Path===&lt;br /&gt;
If you go through the underwater entrance located at the bottom of the second collapsible bridge, this will take you to the jet ski path. You'll ride through the underground river dodging a variety of different enemies. There's an Energy Element floating in the air that you'll need to catch before you drive past it. After passing this section, you'll encounter a Giant Octopus mini boss. After defeating the mini boss, you'll encounter the ruins of an abandoned submarine. There are several item boxes and an E Tank you can pick up. There are a few rooms with Crash Man platforms that are floating above spikes and populated with Batton bats. Once you leave this section, you'll see a floating spinning platform. Climb aboard it and it will take you across a large pit and land next to a platform with a ladder. Climb up the ladder to the surface, which leads up to the final stretch of jungle that leads up to the boss room.&lt;br /&gt;
&lt;br /&gt;
===Underground Waterfalls and Crash Lift Path===&lt;br /&gt;
If you pass the underwater entrance at the second collapsible bridge, you will walk across a small stretch of jungle until you encounter an entrance to an underground cavern. This section has a series of underground waterfalls and Crash Man lifts. You will need to carefully travel along the Crash Man lifts and watch your footing on the fast moving currents from the underground waterfalls. There is an Energy Element floating underneath a platform. Travelling along a series of Crash Man lifts, you'll find a platform with a ladder. Climb up the ladder to the surface, which leads up to the final stretch of jungle that leads up to the boss room.&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
The red Vanguardroid Commander Type is basically an edited Pharaoh Man boss. It will occasionally jump around the room, sometimes while shooting at the same time. It will occasionally stand still to charge up its buster and shoot a powerful, fast moving charge shot. The player's full charge shot is capable of doing a good deal of damage to the boss, however, the Laser Trident is just as effective against the boss.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick = So... is there some reference here that I'm not getting? Or is Jungata not really a thing? Either way, this is an okay level with fairly inoffensive design. It makes decent use of its various cannon-based enemies, has some pretty neat Crash Lifts, and it was cool to see the beached submarine on the alternate path. It also has some decent Joe lookalikes: the regular one makes a decent obstacle. And while fighting it head-on can be a pain, I appreciate that the blue one is more challenging than a typical Sniper Joe.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, between the militaristic enemy set, the aesthetic, and the use of gimmicks like Waterfalls? Jungata feels less like its own thing and more like a Napalm Man 2.0. This... is a bit of a weakness, the lack of significant personal identity means Jungata fails to leave an impression. And while the Crash Lift sections are of some interest (though I wish they got more time without waterfalls), the combat sections and the jetski feel very 'standard', with no real interest. This level is still inoffensive, but it's also very unmemorable. For future levels, I would advise something that feels less derivative.&lt;br /&gt;
|mickscore = 50&lt;br /&gt;
|mgdesign = 18&lt;br /&gt;
|mgfun = 9&lt;br /&gt;
|mgcreativity = 5&lt;br /&gt;
|mgaesthetics = 8&lt;br /&gt;
|mgfunctionality = 10&lt;br /&gt;
|shin = This is a level that, at first, I didn't really have a strong opinion on one way or the other. There's nothing outstanding here, but it's also relatively inoffensive...at least until about one or two minutes in.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Starting off, the platforming/enemy placements are all pretty basic, barring a few questionable things here and there: The introductions to the Machine Gun Joe reskins could have been a bit better, plus there's one Batabattan during the first waterfall section that can easily catch you off guard and lead to a cheap death (seeing as he shows up right next to a Shadow Man platform). Those aside, however, I didn't have any other issues with the opening of the level...at least until I got to the spike drop.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For the record, I didn't have a problem with the spike drop itself (it's very easy, in fact). What I do take issue with, however, is putting a small side room with a token in it during that segment, and then putting a checkpoint at the end so you can't quickly redo it. Thankfully, it doesn't take that long to get back to that specific part, but even so, going through the opening section again just for another chance at that token room is still pretty tedious.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, the issues with tokens in this level don't stop there. The two remaining ones are on split paths, both with checkpoints at the start of them. I get this is probably meant to introduce replay value, but I still dislike the notion of having to redo a large portion of a level just to go down one other path for a single collectible. Granted, you can bypass this altogether if you take the bottom route with the Wave Rider segment, then backtrack a little to get the other token once the path converges. I'm not sure if this is intentional or not, but either way, it cuts out a lot of backtracking.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
And really...that's all the notable stuff I can think of for this level. What remains after the tokens are pretty standard platforming challenges, with maybe the exception of the waterfall/Crash Man platform segment (which I actually found pretty engaging without utilities). If there were more sections like that, I definitely think this level would have fared better. Instead, the token routes and the potential tedious backtracking they represent largely overshadowed the rest of the stage for me.&lt;br /&gt;
|shinscore = 44&lt;br /&gt;
|sdesign = 14&lt;br /&gt;
|sfun = 8&lt;br /&gt;
|screativity = 5&lt;br /&gt;
|saesthetics = 7&lt;br /&gt;
|sfunctionality = 10&lt;br /&gt;
|pachy = Relic of Past Civilization!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty straight forward level. A little bit generic as far as gimmicks go, with the Shadow and Crash platforms. There's also some weird reskins going on, possibly of references I don't really get. Despite that, the level still makes decent use of its gimmicks, and it's also fun looking at the supposed Jungata robots of the lost civilization.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During the spike drop there is a sudden split path for the token, which is a bit rude since it's easy to miss the platform first time around and be forced to restart when you reach the bottom and trigger a checkpoint.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Third token in the wave bike side section is a bit obscure to get to, not too bad though once you notice the hints.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Boss is a reskin of Pharaoh Man pretty much, with a few tweaks on the damage number to make it more punishing. Pretty nice attention with the respite work, though.&lt;br /&gt;
|pachyscore = 65&lt;br /&gt;
|pdesign = 19&lt;br /&gt;
|pfun = 16&lt;br /&gt;
|pcreativity = 8&lt;br /&gt;
|paesthetics = 12&lt;br /&gt;
|pfunctionality = 10&lt;br /&gt;
|flashman = It must be a requirement that any jungle-themed level in this contest has to feel like it's missing some context. Between the unique-looking Joe enemies, the (very cool) beached submarine, and the intriguing secret room, there must be more of a story behind this level than the player can see.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Thankfully, I'm only curious, and not confused. Confusion only comes into play if I unwittingly go the wrong direction when the split paths reconnect. Polish issues like that are the level's biggest struggle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Take the tile work, for example. The level does a good job of smashing together familiar tilesets to create something new (especially outdoors), and I dig the big hollow water pipe that spills into a pool. At the same time, the different tilesets don't always transition smoothly into each other, and individual tiles (usually corner tiles) look a bit off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
One thing that annoys me is falling blindly down a shaft, spotting what looks like a secret area, and then hitting a checkpoint before I have any opportunity to throw myself into a pit and go back for the secret. Waiting endlessly for moving platforms to sync up or loop back around is another annoyance. Special weapons certainly help, but they often remove the challenge entirely, which is the case with the tokens.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For me, set pieces such as the falling bridge and the dinosaur tank are the most memorable parts of the level. The soundtrack, too. Platforming and combat are fine--not overwhelmingly novel or engaging, but by no means terrible. Power-ups and checkpoints are decent, attempts are made to introduce new concepts safely, and it's nice that the boss's projectiles are destroyed along with the boss.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Focusing on a slightly smaller group of assets, fleshing out the story, and keeping a closer eye on the little details are what I'd like to see most here.&lt;br /&gt;
|flashmanscore = 60&lt;br /&gt;
|fmdesign = 19&lt;br /&gt;
|fmfun = 13&lt;br /&gt;
|fmcreativity = 8&lt;br /&gt;
|fmaesthetics = 11&lt;br /&gt;
|fmfunctionality = 9&lt;br /&gt;
|ace = This is a stage that lands in the realm of 'Fine'. It's a nice romp with a few flaws that knock it down, but overall still a fairly above-average Mega Man stage. It really leans rather heavily into Napalm Man, but does enough to not feel like a total rehash.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
And it is a romp - I don't really come away from this stage marvelling at the enemy placement, but they also don't fall into the camp of mindless timesinks and nuisances - bar a few exceptions I'll note later, and some of the 1hp enemies that are a danger only as you're crossing platforms are honestly well positioned and fun.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Honestly? That first waterflow room ala Napalm Man is a blast - I think the lack of Copter Joes by itself does that. The use of Crash Man platforms overall did the job for me. Some fun timing challenges, but I think the waterfalls made the odd one a bit too tight.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Battontons were really rather mean in this room though. This is probably the part of the stage I took the longest to clear, by a long shot. It didn't quite fall into frustrating but - I think this section might be rather divisive, as it's cutting it real close.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I appreciate the new enemy types - basic and familiar though they are - and I think they look rather nice, graphically. But they stick out like a sore thumb next to the cutesy Mega Man enemies. Ideally, it'd be rather nice to see the entire roster at least graphically swapped to be consistent, if possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The actual tiling on the stage is respectable and looks good to me. The shipwrecked submarine from Blizzard Man is a really cool segment to mix things up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In many stages, the fact that death pits aren't graphically marked would be a knock against it - but a notable thing here is the stage design - basically makes that a non-issue, with the only exception being a weird water-pit on the Wave Bike path.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The use of split paths doesn't really detract here, and but don't really add anything either - I will say that the point where they reconnect is rather needlessly obtuse and confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage has a rare case when I think a checkpoint is rather badly positioned - and too early. The drop for the Club token, is not at all easy to parse - so when you fail with a checkpoint immediately on landing - it makes repeated attempts require a total forced restart - really was rather vexing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The boss, what-ever its name is, is a positive end to the stage and is also a simple fun romp. The charge shot probably does way more damage than it should - but it's also so well telegraphed that reliably dodging becomes second nature. Like, seriously, this is how to do telegraphed attacks of this nature - build up and a telltale sign it's about to launch. Good stuff.&lt;br /&gt;
|acescore = 66&lt;br /&gt;
|asdesign = 23&lt;br /&gt;
|asfun = 16&lt;br /&gt;
|ascreativity = 7&lt;br /&gt;
|asaesthetics = 10&lt;br /&gt;
|asfunctionality = 10&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Both the Vanguardroid enemies and the island name &amp;quot;Jungata&amp;quot; originate from [[Lizardcommando]]'s past ''Doom'' mods, with the former being enemies in his &amp;quot;Lizard Squad&amp;quot; mod.&lt;br /&gt;
* The level design past the Roller Dragon MK2 fight incorporates many concepts and level fragments from Lizardcommando's past ''Mega Man Maker'' levels, namely &amp;quot;Mt. Shasta Mining Facility&amp;quot;, &amp;quot;Jungle Iron Fortress&amp;quot;, &amp;quot;Submerged Cavern&amp;quot; and &amp;quot;Escape the Submerged Cavern&amp;quot;.&lt;br /&gt;
* The level originally intended to have direct references to Lizardcommando's ''[[Make a Good Mega Man Level 2]]'' entry [[SMB3]], which were scrapped and replaced with the jetski section after playtesters pointed out that such overt references could risk a leak penalty. These include:&lt;br /&gt;
** The remains of a destroyed airship&lt;br /&gt;
** Surrendering Koopa Troopa NPCs&lt;br /&gt;
** A miniboss fight against a group of Koopa Troopas in an armoured bunker&lt;br /&gt;
** A secret boss fight against a red Koopa Troopa going by the name of &amp;quot;Char AznaKoopa&amp;quot;&lt;br /&gt;
* The [[Octoper OA]] fight in the jetski section was originally supposed to be a giant Loch Ness Monster-inspired custom miniboss, but it was scrapped due to Lizardcommando being unsure about how implement it.&lt;br /&gt;
&amp;lt;!-- These trivia points are better suited to be in the articles for the relevant enemies/minibosses themselves, so for now I'm commenting them out&lt;br /&gt;
* The Vanguardroids seen throughout the level (the green guys, the blue guys and the red guy) were a reference to an enemy from a Doom mod the level author had created called Lizard Squad. The remains of the old Vanguardroid in the secret room represented the one seen in the aforementioned Doom mod.&lt;br /&gt;
* The Vanguardroids' color schemes directly referenced the Zaku 2, Char's Zaku 2 and the Gouf from the ''Mobile Suit Gundam'' series. The red one is the commander type (it even includes the Commander's Antenna), the green one is the standard Zaku 2 and the blue one is the standard Gouf.&lt;br /&gt;
* The green Vanguardroid was supposed to have a third move, which was to shoot and jump at the same time, but that was not implemented due to the level author's lack of skills in coding.&lt;br /&gt;
* The Roller Dragon MK2 mini boss is a direct reference to the Roller Dragon as seen in the anime movie Unico in the Island of Magic.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 8}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 8 (MaGMML3)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=CrashMan_Simulator&amp;diff=28682</id>
		<title>CrashMan Simulator</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=CrashMan_Simulator&amp;diff=28682"/>
				<updated>2025-03-26T07:51:14Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|title=CrashMan Simulator&lt;br /&gt;
|rank=174th&lt;br /&gt;
|image=[[File:MaGMML3-174-CrashManSimulator.png|256px]]&lt;br /&gt;
|caption=This is getting out of hand! Now there are ''two'' of them!&lt;br /&gt;
|game=''[[Make a Good Mega Man Level 3]]''&lt;br /&gt;
|creator=[[boris225]]&lt;br /&gt;
|composer=Takashi Tateishi&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
MaGMML3: 1: Mick, 2: Shinryu, 3: Pacchy, 4: Flashman85, 5:ACESpark&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=3&lt;br /&gt;
|judge1=18&lt;br /&gt;
|judge2=10&lt;br /&gt;
|judge3=40&lt;br /&gt;
|judge4=32&lt;br /&gt;
|judge5=20&lt;br /&gt;
|totalscore=18&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=[[File:TricksterTokenSpade.png]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Crash Man]] (x2)&lt;br /&gt;
*[[Flash Man]]&lt;br /&gt;
|other=&lt;br /&gt;
*25% late penalty.&lt;br /&gt;
|music=Mega Man 2 - Boss&lt;br /&gt;
|location=[[Tier 1 (MaGMML3)|Tier 1]]&lt;br /&gt;
|previous=[[X6Meme]]&lt;br /&gt;
|next=[[Glitched up Beta]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Having to lure around Crash Man (or rather Crash MEN) so he's safe to kill later seems like a neat idea, but in practice? It's actually really frustrating to control...|Mick Galbani|judge comment}}&lt;br /&gt;
'''CrashMan Simulator''' is the 174th place entry in ''[[Make a Good Mega Man Level 3]]''. A very short level, it involves [[Mega Man]] attempting to navigate two instances of [[Crash Man]] through an obstacle course, to a point later on where both can be destroyed. [[Flash Man]] lies at the end, and will occasionally stop time to freeze Mega Man in his tracks.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Crash Man will jump up whenever the fire button is pressed, even if Mega Man himself doesn't fire. Mega Man can use this to lure Crash Man (and his doppelganger) to the end of the stage. The floor is rigged to disappear with the destruction of the boss. Meanwhile, an offscreen [[Flash Man]] freezes Mega Man in place periodically, but poses little threat otherwise. Eventually, Mega Man will reach a ladder leading up into an open area where Flash Man is, and from there, dispose of the three bosses safely. It is also possible to enter the Crash Men's obstacle course from this area.&lt;br /&gt;
&lt;br /&gt;
However, due to an oversight by the level designer, the floor does not disappear until ''all'' the bosses are destroyed. As a result, it is possible for Mega Man to destroy the two Crash Men with a Special Weapon that can reach them (such as [[Tornado Blow]] or [[Spark Chaser]]), then reach the end of the level and safely defeat Flash Man there. He may also choose to ignore the Crash Men, defeat Flash Man first, then enter the obstacle course and fight the Crash Man then.&lt;br /&gt;
&lt;br /&gt;
A [[Trickster Token]] can be seen within the obstacle course, but Crash Man cannot collect it; instead, Mega Man needs to enter the obstacle course and pick it up himself. Getting it requires using either [[Rush]] or the [[Magnet Beam]] to scale a tall wall.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment3&lt;br /&gt;
|mick=Well, this is a familiar-feeling concept, I know I've played it in Mega Man Maker before, multiple times. Having to lure around Crash Man (or rather Crash MEN) so he's safe to kill later seems like a neat idea, but in practice? It's actually really frustrating to control, turning the experience into a chore with how long Crash Man's gauntlet is. Having to lure two at once is just the cherry on top, as they're very rarely synced up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
...But then there's also a Flash Man at the end of the section, and the floor doesn't explode unless you kill all three of them. As a result, you can just use Tornado Blow and Spark Chaser to kill the Crash Men, and then go kill Flash Man to claim the element. I... rather doubt that was the intention, and it breaks the level clean in two. That might be a good thing though, it would've been super annoying otherwise.&lt;br /&gt;
|mickscore=18&lt;br /&gt;
|mgdesign=6&lt;br /&gt;
|mgfun=2&lt;br /&gt;
|mgcreativity=0&lt;br /&gt;
|mgaesthetics=4&lt;br /&gt;
|mgfunctionality=6&lt;br /&gt;
|shin=I get what you're going for here, but...it doesn't work. It really doesn't.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Influencing the movements of a boss to solve a puzzle is a decent idea on paper, but in execution, it leaves a lot to be desired. For as simplistic as this level is, trying to do this the intended way by getting two copies of Crash Man to cooperate with jumps is downright tedious. If you somehow manage to get them to the end, though, you now have the task of dealing with three bosses at the same time. This whole process would be really frustrating...if it weren't so easy to cheat it. The floor doesn't break away until all three bosses are dead, meaning you can just use weapons that can reach the Crash Men from below (like Tornado Blow or Spark Chaser), and then head to the right to deal with Flash Man alone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While I'm thankful that there's a workaround to the frustration this level could cause...I still can't ignore the fact that this is a glaring oversight that breaks the whole point of the stage. Maybe this could've worked out better if it was split into different segments, along with using different bosses that you had to avoid rather than indirectly control. I'm honestly not really sure what else I could suggest here, other than to get more people to play-test your stage next time. You'd be surprised by how many ways any given level, even the most basic of ones, can be broken.&lt;br /&gt;
|shinscore=10&lt;br /&gt;
|sdesign=1&lt;br /&gt;
|sfun=1&lt;br /&gt;
|screativity=2&lt;br /&gt;
|saesthetics=1&lt;br /&gt;
|sfunctionality=5&lt;br /&gt;
|pachy=Clash of Crashes!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Well this was certainly a weird little experience. I find that the concept of manipulating and escorting an enemy through a series of obstacles to be a pretty neat gimmick. As the current stage stands, however, it is kinda more like a proof-of-concept than a fleshed out execution, which is a shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
At least that's what I think the stage was trying to go for anyways. It actually isn't really clear what good it does for sending the Crash Men to the end. If anything, it makes the end fight more difficult, pinning you against both Flash and Crash at the same time, while they kinda just spawn camp you a lot at the little hole you have to get out of.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I do notice the platform you start on disappears if any of the Crash Men were to be eliminated, so it's kinda an enforcement mechanism in place? It doesn't work, though, as you can just ignore the Crash Men doing their own thing in their chambers and go about your way to the end.&lt;br /&gt;
|pachyscore=40&lt;br /&gt;
|pdesign=4&lt;br /&gt;
|pfun=14&lt;br /&gt;
|pcreativity=9&lt;br /&gt;
|paesthetics=6&lt;br /&gt;
|pfunctionality=7&lt;br /&gt;
|flashman=Pardon me, but I believe you're looking for the Make an Experimental Mega Man Maker Level Contest, which is down the hall.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unconventional escort quest? Actually pretty cool. Blowing up the floor to deter a premature victory? Smart. Communicating the rules to the player up front? Much appreciated. But that's where the questions cease having positive answers, so I'll stop asking them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Visually, this is the level equivalent of paint swatches from a hardware store--decide which MM2 tileset best fits your simulator room! The Bubble Man section is begging to be animated. A patch of unsightly non-solid tiles sticks around after the floor explodes. Some other music after the bosses are defeated might've been nice.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks to haphazardly arranged architecture (with invisible slopes, no less), navigating Crash Man through the level is a mostly tedious affair, which reaches peak difficulty right before the easiest part. Without any hazards to you or Crash Man, however, the whole exercise is pointless. It's a time-wasting journey that ends in a sloppy boss teamup.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Assuming you play the level as intended, that is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Contrary to what the typo-ridden text box says, the floor only collapses when you've destroyed all *three* bosses. Among other strategies, you can immediately obliterate Crash Man and his flagrantly accidental doppelganger with Tornado Blow, saunter over to the ladder, and hit Flash Man from the ladder with Magnetic Shockwave--thus completing the easiest damage-free run in the contest.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I do like the idea of needing to traverse Crash Man's path in reverse to get the token, but aside from checking if the invisible wall is still there after the bosses explode, there's nothing to it (aside from saving a smidge of weapon energy to get back out).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fun concept, dysfunctional execution.&lt;br /&gt;
|flashmanscore=32&lt;br /&gt;
|fmdesign=10&lt;br /&gt;
|fmfun=7&lt;br /&gt;
|fmcreativity=5&lt;br /&gt;
|fmaesthetics=6&lt;br /&gt;
|fmfunctionality=4&lt;br /&gt;
|ace=[[File:MaGMML3-CrashManSimulatorComic.png]]&lt;br /&gt;
|acescore=20&lt;br /&gt;
|asdesign=6&lt;br /&gt;
|asfun=6&lt;br /&gt;
|ascreativity=4&lt;br /&gt;
|asaesthetics=2&lt;br /&gt;
|asfunctionality=2&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
* CrashMan Simulator is not the first level of its kind. Several ''Mega Man Maker'' levels revolving around guiding Crash Man (or other bosses such as [[Metal Man]]) through an obstacle course by exploiting their AI have been made in the past; these likely inspired CrashMan Simulator to an extent.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML3 Tier 1}}&lt;br /&gt;
{{MaGMML3}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good Mega Man Level 3 Stages]][[Category:Tier 1 (MaGMML3)]][[Category:Make a Good Mega Man Level 3 Entries]][[Category:Tier 1 Stages]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Glass_Man&amp;diff=28681</id>
		<title>Glass Man</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Glass_Man&amp;diff=28681"/>
				<updated>2025-03-26T07:29:16Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#B767A3&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:GlassManMugshot.png|left]]Glass Man[[File:GlassManMugshot.png|right]]&lt;br /&gt;
|image=[[File:GlassManArtwork.png|270px|Artwork by Phusion]]&lt;br /&gt;
|caption= Artwork by '''Phusion'''&lt;br /&gt;
|script=グラスマン&lt;br /&gt;
|romaji=Gurasuman&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[RedBlupi]]'s brother&lt;br /&gt;
|programmer=RedBlupi{{1}}{{1R}}&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|artist=RedBlupi&amp;lt;br&amp;gt;ACESpark{{2}}&lt;br /&gt;
|gender= Male&lt;br /&gt;
|eyecolor = Red&lt;br /&gt;
|at=5 (contact){{1}}{{1R}}&amp;lt;br&amp;gt;3 (glass wall){{1}}{{1R}}&amp;lt;br&amp;gt;5 (Power Orb){{1}}{{1R}}&lt;br /&gt;
|weapon= [[Power Orb]]&lt;br /&gt;
|hp=28{{1}}{{1R}}&amp;lt;br&amp;gt;56{{2}}&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Crystal&lt;br /&gt;
|weak=[[Gemini Laser]]{{1}}&amp;lt;br&amp;gt;[[Gemini Laser]], [[Power Orb]]{{1R}}&amp;lt;br&amp;gt;[[Grab Buster]]{{2}}&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]] (formerly)&lt;br /&gt;
|stage=[[Glass Man (stage)|Glass Man]]&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Glass Man (stage)|Glass Man]]&amp;lt;br&amp;gt;[[Hall of Fame]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Boss, NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 3|MaGMML3]] (NPC)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level: Episode Zero|MaGMML: Episode Zero]] (Cameo)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:GlassMan.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|81 entries, huh? It doesn't matter who won, you're all winners in my eyes &amp;lt;3|Glass Man|in [[Tier 10 (MaGMML2)]].}}&lt;br /&gt;
'''Glass Man''' is a boss in ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]] who appears at the end of [[Glass Man (stage)|his namesake level]]. He returns later in the game as a midboss in the Wily stage [[Hall of Fame]].&lt;br /&gt;
&lt;br /&gt;
Glass Man also appears in ''[[Make a Good Mega Man Level 2]]'' as an NPC in [[Tier 10 (MaGMML2)|Tier 10]], and as a secret boss in the same area after clearing the [[Wily Star II]]. He also makes a brief cameo during the opening cutscenes of ''[[Make a Good Mega Man Level: Episode Zero]]'', standing behind [[Doctor Albert W. Wily|Dr. Wily]].&lt;br /&gt;
&lt;br /&gt;
In ''[[Make a Good Mega Man Level 3]]'', Glass Man reappears as an NPC in [[Tier 15 (MaGMML3)|Tier 15]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''===&lt;br /&gt;
Glass Man will start the battle by jumping up and down, creating glass walls that push [[Mega Man]] while staying on the right side of the room. He shoots at a random time during each jump and jumps two times before shooting on the ground again. When his health is down to 20 points, he will use his [[Power Orb]] and bounce around the room while inside it until it shatters, tracking Mega Man's position at low horisontal speed. He will then begin moving around as he jumps. He will activate the Power Orb again when his health is down to 10 points, and his jumps will also cover more distance.&lt;br /&gt;
&lt;br /&gt;
In ''Remastered'', his jumps to the left go further than to the right, and the Power Orb attack can no longer track Mega Man.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Glass Man's pattern has been greatly expanded, to the point where he now has twice as much health as in the first game. Initially, he attacks in the following pattern:&lt;br /&gt;
*Jump up and down, creating glass walls that push Mega Man.&lt;br /&gt;
*Jump towards Mega Man, creating glass walls.&lt;br /&gt;
*Create a barrier of glass walls that fly forward when shot, similar to the glass wall barriers used by [[Vitreous]]. If enough time passes without all the glass walls being shot, Glass Man will simply throw all of them at once.&lt;br /&gt;
*Jump to the top of the room and toss down a spiked glass ball that bounces along the ground four times, shooting small glass spikes in four cardinal directions each time it lands.&lt;br /&gt;
Once his health is down to 28 points, he breaks the ceiling to his room and switches to a different pattern:&lt;br /&gt;
*Jump above the screen, and drop down in the Power Orb, bouncing around the room homing on Mega Man until it shatters, after which it splits into eight small glass spikes.&lt;br /&gt;
*Create a group of large glass spikes that fly towards Mega Man from the edges of the screen, two times from four sides and one more from below.&lt;br /&gt;
*Jump above the screen and create a barrage of the same large glass spikes from above and one from each side.&lt;br /&gt;
*Drop up to three Power Orbs that shatter after hitting the ground, all of which split into eight small spikes. Glass Man is only inside the third Power Orb and bounces towards Mega Man before it shatters.&lt;br /&gt;
*Create a single glass wall.&lt;br /&gt;
*Jump above the screen and drop three more Power Orbs, with the third one again having Glass Man inside it.&lt;br /&gt;
*Create a single glass wall.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=3&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=0&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/1/2&lt;br /&gt;
|magic=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/2&lt;br /&gt;
|metal=1&lt;br /&gt;
|gemini=3&lt;br /&gt;
|solar=1&lt;br /&gt;
|top=1&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=2/3&lt;br /&gt;
|magic=1&lt;br /&gt;
|orb=3&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
|buster=1/1/2&amp;lt;br&amp;gt;2/2/3&lt;br /&gt;
| hornet=0/3*&amp;lt;br&amp;gt;0/4*&lt;br /&gt;
|jewel=2&amp;lt;br&amp;gt;3&lt;br /&gt;
|grab=3&amp;lt;br&amp;gt;4&lt;br /&gt;
|triple=1/3*&amp;lt;br&amp;gt;2/4*&lt;br /&gt;
|flash=N&amp;lt;br&amp;gt;N&lt;br /&gt;
|slash=0&amp;lt;br&amp;gt;0&lt;br /&gt;
|wheel=1&amp;lt;br&amp;gt;2&lt;br /&gt;
|sakugarne=0&amp;lt;br&amp;gt;0&lt;br /&gt;
|wire=1&amp;lt;br&amp;gt;1&lt;br /&gt;
|arrow=2&amp;lt;br&amp;gt;3&lt;br /&gt;
|notes=Top row refers to Phase 1, bottom row refers to Phase 2.&amp;lt;br&amp;gt;*Second digit refers to Haunt Pumpkin's and Truffle Cluster's explosions, which deal higher damage to Glass Man than normal and can pierce the Power Orb.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* While [[RedBlupi]] programmed Glass Man and created his sprites, his actual design stems from RedBlupi's brother.&lt;br /&gt;
* Glass Man is the only entry boss in the original ''Make a Good Mega Man Level'' to be a Robot Master.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML Tier 5}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Robot Masters]][[Category:Bosses]][[Category:Make a Good Mega Man Level Bosses]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:Tier 10 (MaGMML2)]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level Remastered Bosses]][[Category:MaGMML Original Characters]][[Category:Entry Characters (MaGMML1)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Birdo&amp;diff=28680</id>
		<title>Birdo</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Birdo&amp;diff=28680"/>
				<updated>2025-03-26T07:27:36Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#398C10&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name= [[File:BirdoMugshot.png|left]]Birdo[[File:BirdoMugshot.png|right]]&lt;br /&gt;
|image=[[File:SMB2-BirdoArt.PNG|200px|Artwork by Nintendo]]&lt;br /&gt;
|caption= Artwork by Nintendo&lt;br /&gt;
|script= キャサリン&lt;br /&gt;
|romaji = Kyasarin&lt;br /&gt;
|number= &lt;br /&gt;
|designer= Nintendo&amp;lt;br&amp;gt;[[kumuhmuh]] (redesign)&lt;br /&gt;
|programmer=[[kumuhmuh]]{{1}}{{1R}}&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|artist=[[kumuhmuh]]{{1}}{{1R}}&amp;lt;br&amp;gt;[[ACESpark]]{{2}}&lt;br /&gt;
|gender= Male (Super Mario Bros. 2, Japanese), Female (English)&lt;br /&gt;
|eyecolor = Blue&lt;br /&gt;
|at=3 (projectile){{1}}&amp;lt;br&amp;gt;1 (contact){{1R}}&amp;lt;br&amp;gt;2 (projectile){{1R}}&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type = Nature&lt;br /&gt;
|weak= [[Metal Blade]], [[Gemini Laser]], [[Solar Blaze]], [[Pharaoh Shot]]{{1}}&amp;lt;br&amp;gt;[[Metal Blade]], [[Gemini Laser]], [[Solar Blaze]], [[Top Spin]], [[Pharaoh Shot]], [[Magic Card]], [[Power Orb]]{{1R}}&amp;lt;br&amp;gt;[[Slash Claw]], [[Sakugarne]]{{2}}&lt;br /&gt;
|affiliations=&lt;br /&gt;
|stage=[[Mega Man World]]&lt;br /&gt;
|location='''MaGMML(1R):'''&amp;lt;br&amp;gt;[[Mega Man World]]&amp;lt;br&amp;gt;'''MaGMML2:'''&amp;lt;br&amp;gt;[[Tier 10 (MaGMML2)|Tier 10]]&lt;br /&gt;
|occupation= &lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear= [[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Boss)&amp;lt;br&amp;gt;[[Make a Good Mega Man Level 2|MaGMML2]] (Boss)&lt;br /&gt;
|appear2= &lt;br /&gt;
|sprite= [[File:Birdo.gif]]&lt;br /&gt;
}}&lt;br /&gt;
'''Birdo''' is a recurring character in the ''Super Mario'' series of video games. She made her debut as a boss in the international version of ''Super Mario Bros. 2'' (known as ''Super Mario USA'' in Japan), which was based on the existing game ''Yume Kōjō: Doki Doki Panic''.&lt;br /&gt;
&lt;br /&gt;
A robotic version of Birdo appears in ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]] as the boss of [[Mega Man World]], and in ''[[Make a Good Mega Man Level 2]]'' as a secret boss in [[Tier 10 (MaGMML2)|Tier 10]] after completing the [[Wily Star II]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===''[[Make a Good Mega Man Level]]'' ''([[Make a Good Mega Man Level Remastered|Remastered]])''===&lt;br /&gt;
Initially hiding in an [[Egg]], Birdo is an extremely simple boss, with her only attack being shooting a small bullet forward. She also lacks invincibility frames, and is weak to almost every Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level 2]]''===&lt;br /&gt;
Birdo has been immensely upgraded from the first game, now sporting a proper health bar and invincibility frames. She also has a much wider range of attacks, which she picks from randomly:&lt;br /&gt;
*Jump backwards, and shoot a fireball.&lt;br /&gt;
*Charge up a fireball that moves forward in a circular motion.&lt;br /&gt;
*Jump to [[Mega Man]]'s position.&lt;br /&gt;
*Shoot a bouncing projectile.&lt;br /&gt;
*Jump up to the wall, and begin spitting eggs at Mega Man. Spikes will fall onto the platform, forcing Mega Man to ride one of Birdo's eggs to the other end of the room. The spikes that fall from the top of the screen are not instant-kill.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| metal = 3&lt;br /&gt;
| gemini = 3&lt;br /&gt;
| solar = 3&lt;br /&gt;
| top = 0&lt;br /&gt;
| wool = 1&lt;br /&gt;
| black = 0.2&lt;br /&gt;
| phar = 3/3/3&lt;br /&gt;
| magic= 0&lt;br /&gt;
| notes =&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
| buster = 1/1/3&lt;br /&gt;
| metal = 3&lt;br /&gt;
| gemini = 3&lt;br /&gt;
| solar = 3&lt;br /&gt;
| top = 3&lt;br /&gt;
| wool = 1&lt;br /&gt;
| black = 0.5&lt;br /&gt;
| phar = 3/3&lt;br /&gt;
| magic = 3&lt;br /&gt;
| orb = 3&lt;br /&gt;
| notes =&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level 2===&lt;br /&gt;
{{Damagetable2&lt;br /&gt;
| buster = 1/1/2&lt;br /&gt;
| hornet = 1&lt;br /&gt;
| jewel = 0&lt;br /&gt;
| grab = 0&lt;br /&gt;
| triple = 1&lt;br /&gt;
| slash = 3&lt;br /&gt;
| wheel = 0&lt;br /&gt;
| sakugarne = 3&lt;br /&gt;
| wire = 2&lt;br /&gt;
| arrow = 2&lt;br /&gt;
| flash = N&lt;br /&gt;
| notes = Wheel Cutter, Sakugarne, the utility weapons and their Alter Weapon counterparts are disabled if Birdo is fought in Tier 10. However, they can be used if Birdo is fought in the True Arena, or the Boss Gallery.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Birdo is the only secret boss in Tier 10 of ''MaGMML2'' that doesn't have two health bars.&lt;br /&gt;
* Birdo is also the only secret boss in Tier 10 of ''MaGMML2'' that doesn't use their original level's music as their boss theme. Instead, she uses an 8-bit arrangement of the Athletic theme from ''Super Mario World'' remixed by rakohus.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML Tier 5}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
{{MaGMML2 Tier 10}}&lt;br /&gt;
{{MaGMML2}}&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good Mega Man Level Bosses]][[Category:Make a Good Mega Man Level 2 Bosses]][[Category:Tier 10 (MaGMML2)]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level Remastered Bosses]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Scuttle_Cannon&amp;diff=28679</id>
		<title>Scuttle Cannon</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Scuttle_Cannon&amp;diff=28679"/>
				<updated>2025-03-26T07:19:13Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#9B8A46&lt;br /&gt;
|titletext = #FFFFFF&lt;br /&gt;
|name=[[File:ScuttleCannonMugshot.png|left]][[File:ScuttleCannonMugshot.png|right]]Scuttle Cannon&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=スカトルキャノン&lt;br /&gt;
|romaji=Sukatoru Kyanon&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[snoruntpyro]]&lt;br /&gt;
|programmer=snoruntpyro&lt;br /&gt;
|artist=[[ACESpark]]&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor=&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|at=5 (contact, purple orb)&amp;lt;br&amp;gt;3 (cannonballs)&amp;lt;br&amp;gt;4 (cannonball explosion)&amp;lt;br&amp;gt;2 (spawned Charge Shot, fire)&lt;br /&gt;
|type=Missile&lt;br /&gt;
|weak=[[Magic Card]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily|Dr. Wily]]&lt;br /&gt;
|stage=&lt;br /&gt;
|location=[[Cannon Deck]]{{1R}}&lt;br /&gt;
|occupation=&lt;br /&gt;
|OffAppear=&lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level Remastered|MaGMML1R]] (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:ScuttleCannon.png]]&lt;br /&gt;
}}&lt;br /&gt;
'''Scuttle Cannon''' is a boss from ''[[Make a Good Mega Man Level Remastered]]''. It is a giant mechanical cannon strongly resembling [[Super Ball Machine Jr.]] (despite not being the elusive Super Ball Machine Sr.).&lt;br /&gt;
&lt;br /&gt;
It appears as the boss of [[Cannon Deck]], replacing the [[Ghost of Mega Man 3]] from [[Make a Good Mega Man Level|the original game]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Scuttle Cannon starts its pattern by choosing between one of four attacks:&lt;br /&gt;
*Lob three giant exploding cannonballs in arcs at [[Mega Man]].&lt;br /&gt;
*Fire a cannonball that explodes in mid-air, splitting into four purple orbs that aim for Mega Man.&lt;br /&gt;
*Fire two cannonballs that bounce along the edges of the room.&lt;br /&gt;
*Fire six small fireballs that turn into larger flames upon touching the ground (much like the fire shot by [[Nitron]]s).&lt;br /&gt;
It will then use one of three attacks:&lt;br /&gt;
*Back up slightly, then run towards Mega Man, jumping to the other side of the room if it runs halfway across without hitting him.&lt;br /&gt;
*Back up slightly, then run towards Mega Man, stopping if it runs two thirds across without hitting him.&lt;br /&gt;
*Try to jump on Mega Man, then run the rest of the way to the other side of the room.&lt;br /&gt;
After that, Scuttle Cannon will jump below the screen, activate bullet spawners at the sides of the room (with three on each side), then jump back up to repeat the pattern. Scuttle Cannon will signal where it will jump back up from by whistling.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster = 1/1/2&lt;br /&gt;
|metal = 1&lt;br /&gt;
|gemini = 1&lt;br /&gt;
|solar = 1&lt;br /&gt;
|top = 1&lt;br /&gt;
|wool = 2&lt;br /&gt;
|black = 1&lt;br /&gt;
|phar = 1/3&lt;br /&gt;
|magic= 4&lt;br /&gt;
|orb= 2&lt;br /&gt;
|notes=}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Sarge from ''[[Make a Good 48 Hour Mega Man Level]]'' claims that Scuttle Cannon is his brother.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaGMML Wily Castle}}&lt;br /&gt;
{{MaGMML}}&lt;br /&gt;
[[Category:Bosses]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level Remastered]]&lt;br /&gt;
[[Category:Fortress Guardian]]&lt;br /&gt;
[[Category:Wily Castle]]&lt;br /&gt;
[[Category:Make a Good Mega Man Level Remastered Bosses]]&lt;br /&gt;
[[Category:MaGMML Original Characters]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Neon_Glass_Birdo_on_a_Guts_Lift&amp;diff=28678</id>
		<title>Neon Glass Birdo on a Guts Lift</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Neon_Glass_Birdo_on_a_Guts_Lift&amp;diff=28678"/>
				<updated>2025-03-26T07:17:54Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#B767A3&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:NeonGlassBirdoInAMugshot.png|left]]Neon Glass Birdo[[File:NeonGlassBirdoInARemasterMugshot.png|right]]&amp;lt;br&amp;gt;on a Guts Lift&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
|script=ニーオングラースキャスレンオンアーガッツリフト&lt;br /&gt;
|romaji=Neon Gurasu Kyasarin on ā Gattsu Rifuto&lt;br /&gt;
|number= &lt;br /&gt;
|designer=[[snoruntpyro]]{{1}}&amp;lt;br&amp;gt;[[Spin Attaxx]]{{1R}}&lt;br /&gt;
|programmer=snoruntpyro{{1}}&amp;lt;br&amp;gt;Spin Attaxx{{1R}}&lt;br /&gt;
|artist=[[kumuhmuh]]{{1}}&amp;lt;br&amp;gt;[[ACESpark]], Spin Attaxx{{1R}}&lt;br /&gt;
|gender=&lt;br /&gt;
|eyecolor=Black&lt;br /&gt;
|weapon= &lt;br /&gt;
|hp=28&lt;br /&gt;
|at=4 (contact)&amp;lt;br&amp;gt;3 (black hole)&amp;lt;br&amp;gt;3 (eggs, falling crystal, Punctoid contact + spikes){{1}}&amp;lt;br&amp;gt;2 (egg, falling crystal){{1R}}&amp;lt;br&amp;gt;3 (glass egg contact + explosion, fireball, Guts Lift){{1R}}&amp;lt;br&amp;gt;4 (Cloud Bomber, Punctoid contact + explosion){{1R}}&lt;br /&gt;
|type=Crystal, Nature&lt;br /&gt;
|weak=[[Solar Blaze]]&lt;br /&gt;
|affiliations=[[Doctor Albert W. Wily]]&lt;br /&gt;
|stage=[[Hall of Fame]]&lt;br /&gt;
|location=&lt;br /&gt;
|occupation=Defense System Robot, Contender for the Best Name of Anything Ever in Existence Award&lt;br /&gt;
|OffAppear= &lt;br /&gt;
|MaGMMLAppear=[[Make a Good Mega Man Level|MaGMML]]([[Make a Good Mega Man Level Remastered|1R]]) (Boss)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:NeonGlassBirdo.gif|MaGMML]][[File:NeonGlassBirdo1R.png|MaGMML1R]]&lt;br /&gt;
}}&lt;br /&gt;
'''Neon Glass Birdo on a Guts Lift''' is a boss in ''[[Make a Good Mega Man Level]]'' and [[Make a Good Mega Man Level Remastered|its remake]], appearing in the Wily stage [[Hall of Fame]]. It is a composite of various elements of the top four levels, with [[Birdo]] from [[Mega Man World]] taking on [[Glass Man (stage)|a glass body]] with [[NEON GRAVITY|flashing colours and a gravitational pull]], attacking from atop a [[Guts Lift]] from [[Citadel Basement]].&lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
===''[[Make a Good Mega Man Level]]''===&lt;br /&gt;
Neon Glass Birdo on a Guts Lift rides a Guts Lift out of [[Mega Man]]'s reach. Fortunately, it has a gravitational pull that Mega Man can use to hit it. The boss will randomly pick between one of six attacks:&lt;br /&gt;
*Drop an egg that explodes when it hits the ground.&lt;br /&gt;
*Spit an egg that flies around the room, bouncing off walls.&lt;br /&gt;
*Shoot four [[Black Hole]]s at Mega Man.&lt;br /&gt;
*Drop a Punctoid that explodes when it hits the ground, splitting into eight projectiles.&lt;br /&gt;
*Drop two eggs that slowly bounce along the ground.&lt;br /&gt;
*Drop two glass shards.&lt;br /&gt;
&lt;br /&gt;
===''[[Make a Good Mega Man Level Remastered]]''===&lt;br /&gt;
As in the original, Neon Glass Birdo on a Guts Lift rides a Guts Lift outside Mega Man's range, though the gravitational pull is now represented by a Black Hole above its head. As before, it randomly chooses from a list of attacks, never using the same one twice in a row:&lt;br /&gt;
* Spitting up to four eggs aimed directly at Mega Man.&lt;br /&gt;
* Spitting two glass eggs that bounce around the room before eventually exploding; the explosions can damage Mega Man.&lt;br /&gt;
* Spitting up to four small Black Holes directly at Mega Man.&lt;br /&gt;
* Whistling for a [[Cloud Bomber]] to fly across the screen and drop four Punctoids that explode on contact with the ground. This Cloud Bomber has 10 HP, unlike other Cloud Bombers.&lt;br /&gt;
* Shooting three spiralling fireballs at Mega Man.&lt;br /&gt;
* Spitting a sharpened Guts Lift at the wall, which bounces off the walls before flying off the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
After losing half of its health, two [[Crystal Generator]]s on either side of the arena are activated, dropping two crystals/glass shards at frequent intervals from pipes in the ceiling. A puff of smoke precedes a crystal appearing from each pipe. &lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
===Make a Good Mega Man Level===&lt;br /&gt;
{{Damagetable1&lt;br /&gt;
|buster=1/2/4&lt;br /&gt;
|metal=2&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=3&lt;br /&gt;
|top=0&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=2/2/3&lt;br /&gt;
|magic=2&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
===Make a Good Mega Man Level Remastered===&lt;br /&gt;
{{Damagetable1R&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|metal=2&lt;br /&gt;
|gemini=2&lt;br /&gt;
|solar=4*&lt;br /&gt;
|top=0&lt;br /&gt;
|wool=1&lt;br /&gt;
|black=1&lt;br /&gt;
|phar=1/3&lt;br /&gt;
|magic=2&lt;br /&gt;
|orb=2&lt;br /&gt;
|notes=*Instantly destroys the drive-by Cloud Bomber.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* In ''MaGMML1R'', Neon Glass Birdo on a Guts Lift uses sound effects from ''Super Mario Bros. 2''; specifically, Birdo's shooting sound, and Birdo's death cry.&lt;br /&gt;
** ''MaGMML1R'' also gives a custom death animation to the boss, where it shatters into shards upon being defeated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Template:MaGMML Wily Castle}}&lt;br /&gt;
{{Template:MaGMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Wily Castle]][[Category:Fortress Guardian]][[Category:Make a Good Mega Man Level Bosses]][[Category:Make a Good Mega Man Level Remastered Bosses]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Square_Machine&amp;diff=28677</id>
		<title>Square Machine</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Square_Machine&amp;diff=28677"/>
				<updated>2025-03-26T07:11:53Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{robotmaster&lt;br /&gt;
|titlebg=#993D4F&lt;br /&gt;
|titletext=#FFFFFF&lt;br /&gt;
|name=[[File:SquareMachineMugshot.png|left|Square Machine's mugshot]]Square Machine[[File:SquareMachineMugshot.png|right|Square Machine's mugshot]]&lt;br /&gt;
|image=[[File:SquareMachineArt.png|250px|Artwork by Spin Attaxx]]&lt;br /&gt;
|caption=Artwork by '''Spin Attaxx'''&lt;br /&gt;
|script=スクエアーマシン&lt;br /&gt;
|romaji=Sukueā Mashin&lt;br /&gt;
|number=&lt;br /&gt;
|designer=[[ParmaJon]], [[CSketch]], [[ACESpark]]&lt;br /&gt;
|programmer=[[PhazonMotherBrain]]&lt;br /&gt;
|artist=ACESpark&lt;br /&gt;
|gender=Genderless&lt;br /&gt;
|eyecolor=Red&lt;br /&gt;
|at=4 (contact, body)&amp;lt;br&amp;gt;4 (contact, light)&amp;lt;br&amp;gt;4 (projectile)&amp;lt;br&amp;gt;4 (spikes)&lt;br /&gt;
|weapon=&lt;br /&gt;
|hp=28&lt;br /&gt;
|attack=&lt;br /&gt;
|type=Laser&lt;br /&gt;
|weak=[[Spark Shock]]&lt;br /&gt;
|affiliations=Dr. Cossack (formerly)&amp;lt;br&amp;gt;[[Box Cartel]]&lt;br /&gt;
|stage=[[Tier 9 (MaG48HMML)|Tier 9]]&lt;br /&gt;
|location=[[Pandora's Parlor]]&lt;br /&gt;
|occupation=Defense System Robot (formerly)&amp;lt;br&amp;gt;Criminal&lt;br /&gt;
|OffAppear=[[Mega Man 4]]&lt;br /&gt;
|MaGMMLAppear=[[Make a Good 48 Hour Mega Man Level|MaG48HMML]] (Boss, NPC)&lt;br /&gt;
|appear2=&lt;br /&gt;
|sprite=[[File:SquareMachine.png]] [[File:SquareMachineSmall.png|Small form, as seen in cutscenes]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|I am currently 514.81 seconds into a most riveting sudoku puzzle. The 84th puzzle since 6 AM this morning. [[Blocky (Box Cartel)|Your]] 155 decibel volume of speaking is currently disrupting my concentration by a measure of approximately 31%.|Square Machine|[[Make a Good 48 Hour Mega Man Level]]}}&lt;br /&gt;
&lt;br /&gt;
'''Square Machine''' is a boss from ''[[Mega Man 4]]''. It is a large shutter machine created by Dr. Cossack to defend vital areas from intruders. In ''[[Make a Good 48 Hour Mega Man Level]]'', it appears as a member of the [[Box Cartel]], having been rejected by Cossack following the events of ''Mega Man 4''. In this game, it has a slightly redesigned form and a cold, logical personality strongly fixated on algorithms and calculations. It also has size-shifting abilities, being able to split into even smaller sections and compress itself into a smaller form.&lt;br /&gt;
&lt;br /&gt;
Square Machine is the fourth of the Box Cartel's men to challenge [[Mega Man]], and the last one to be faced before the [[Cartel Hideout]] is unlocked. It is initially faced in [[Tier 9 (MaG48HMML)|Tier 9]], but is refought towards the end of [[Pandora's Parlor]] as the last Cartel member before [[Don Atetemino]]. &lt;br /&gt;
&lt;br /&gt;
==Battle==&lt;br /&gt;
Throughout the battle, Square Machine's weak point is the red light that appears inside its walls; consequently, damaging it often requires being inside them before they are sealed. It uses four attacks semi-randomly, though it will not repeat any until it has used all the others first.&lt;br /&gt;
* As in ''Mega Man 4'', its three pieces wrap around the screen 1-3 times trying to clip into Mega Man, before slowing down and connecting together, at which point the light shoots three targeted shots at Mega Man. Two moving service lifts are needed to reach the light. Unlike in ''Mega Man 4'', the speed the pieces move at is fixed rather than moving progressively slower. Square Machine will always start the battle with this attack.&lt;br /&gt;
* Square Machine splits into multiple small damaging segments to entrap Mega Man, leaving only a single small space. This space is telegraphed beforehand by a pair of arrows, and Square Machine's light will always appear close by once it fully forms.&lt;br /&gt;
* Square Machine appears from one side of the screen, and slams each of its segments into the opposite end of the screen. Its interior floor is lined with spikes, forcing Mega Man to stay on top of the outer wall. When only the top section is left, the rest of the body drops offscreen, and a few moments later the top section tries to fall onto Mega Man. Though it cannot crush him, it will still damage him if not dodged.&lt;br /&gt;
* Square Machine traps Mega Man inside itself and spawns a set of turrets on the outside, which fire chains of laser shots in a straight line through Square Machine's walls. Each turret attacks in pairs four times, and their positions are random. A set of four blocks are present inside Square Machine to help reach the light.&lt;br /&gt;
&lt;br /&gt;
==Damage Table==&lt;br /&gt;
{{Damagetable48H&lt;br /&gt;
|buster=1/1/3&lt;br /&gt;
|flame=1&lt;br /&gt;
|rain=1&lt;br /&gt;
|spark=3&lt;br /&gt;
|snake=1&lt;br /&gt;
|tengu=1/1/1&lt;br /&gt;
|water=1&lt;br /&gt;
|concrete=1&lt;br /&gt;
|homing=1&lt;br /&gt;
|beat=1&lt;br /&gt;
|notes=&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* An early design for Square Machine had ''Mega Man 4'''s Wily Castle displayed on its interior background instead of circuitry panels. [[ACESpark]]'s initial concept sketch also included large eyebrows and a moustache modeled after those of [[Doctor Albert W. Wily|Dr. Wily]], but these elements were dropped.&lt;br /&gt;
* Unlike the other Box Cartel gangsters, Square Machine doesn't appear in an even-numbered tier. In fact, assuming the player starts from [[Space Pipes|last place]] and works their way up, Square Machine not only doesn't appear in the player's current tier, but forces them to skip to a tier they're not even close to reaching normally!&lt;br /&gt;
** As such, it can be inferred that Square Machine is secretly the cruelest and most evil of the Box Cartel.&lt;br /&gt;
* Square Machine's turret attack is based on the Generaid Core midboss found in Storm Owl's stage in ''Mega Man X4''.&lt;br /&gt;
* Coincidentally, Square Machine's backstory of being rejected by Dr. Cossack as a weapon mirrors that of Skull Man's in ''Mega Man Megamix'' (which [[CSketch]] hadn't read during ''MaG48HMML'''s development).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 9}}&lt;br /&gt;
{{MaG48HMML Cartel Hideout}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bosses]][[Category:Make a Good 48 Hour Mega Man Level Bosses]][[Category:Tier 9 (MaG48HMML)]][[Category:Cartel Hideout]][[Category:MaGMML Original Characters]][[Category:Devteam Characters]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Wily_Station&amp;diff=28675</id>
		<title>Wily Station</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Wily_Station&amp;diff=28675"/>
				<updated>2025-03-26T04:37:47Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=52nd&lt;br /&gt;
|image=[[File:MaG48HMML-52-WilyStation.png|256px]]&lt;br /&gt;
|caption=A true Wily stage punishes those who use the buster and nothing else.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[Dippy]]&lt;br /&gt;
|composer=Kinuyo Yamashita, Akari Kaida (originals)&amp;lt;br&amp;gt;Dippy (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=74&lt;br /&gt;
|judge2=58&lt;br /&gt;
|judge3=59&lt;br /&gt;
|judge4=42&lt;br /&gt;
|totalscore=58.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Doncatch]]&lt;br /&gt;
*[[Skullmet]]&lt;br /&gt;
*[[Wall Blaster]]&lt;br /&gt;
*[[Falling Platform]]&lt;br /&gt;
*[[Wily 4 Laser]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Big Stomper]]&lt;br /&gt;
*[[Cannopeller]]&lt;br /&gt;
*[[Colton]]&lt;br /&gt;
*[[Doncatch]]&lt;br /&gt;
*[[Hammer Joe]]&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Petit Devil]] (green)&lt;br /&gt;
*[[Shield Attacker]]&lt;br /&gt;
*[[Skullmet]]&lt;br /&gt;
*[[Wall Blaster]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
*[[Gravity Lift]]&lt;br /&gt;
*[[Sparkman Platform]]&lt;br /&gt;
*[[Wily 4 Laser]]&lt;br /&gt;
*[[Yoku Block]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Giant Metall Cannon]]&lt;br /&gt;
*[[Kabatoncue]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Iron Ball]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man: The Wily Wars - Wily Tower Stage 4&amp;lt;br&amp;gt;'''Boss:''' Mega Man &amp;amp; Bass - Boss&lt;br /&gt;
|location=[[Tier 6 (MaG48HMML)|Tier 6]]&lt;br /&gt;
|previous=[[Void Quest]]&lt;br /&gt;
|next=[[Scissors 'n Shrimps]]&lt;br /&gt;
}}&lt;br /&gt;
'''Wily Station''' is the 52nd place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. A &amp;quot;my first level&amp;quot; by [[Dippy|the author]]'s own admission, it has the aesthetics of a generic Wily stage (mostly using tiles from ''[[Mega Man 9]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s Wily stages). Like such stages, it lacks much in the way of a single central gimmick, instead using multiple gimmicks and enemies at once, although weapon usage is often required thanks to the presence of [[Wily 4 Laser]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Beyond a set of easily dealt-with enemies on open ground are the first instances of the level's box gimmicks; Wily 4 Lasers, and [[Falling Platform]]s. A sign reminds [[Mega Man]] that the [[Concrete Shot]] can block the lasers; however, dashing through them with the [[Tengu Blade]] is another viable option, and is preferable in some areas where there's no room to fire the Concrete Shot onto the laser. One such area occurs in a corridor with jumps that are four tiles wide, which are usually better crossed by using either [[Rush]], or the Concrete Shot. Be careful upon reaching the first checkpoint, as a [[Big Stomper]] right in front of the screen transition will try an ambush attack on a small stretch of ground next to a pit. The screen afterwards contains a [[Gravity Lift]] area with a few rows of lethal spikes, followed by another checkpoint at the top.&lt;br /&gt;
&lt;br /&gt;
The corridor with water, despite appearances, only has actual water on the top tiles, with the bottom being empty air (with a pair of [[Metall Swim]]s unable to do anything other than hide back in their helmets). Shortly afterwards, a [[Skullmet]] stands on the other side of a spike pit, and lies below the [[Mega Buster]]'s range; to conserve Concrete Shot ammo, the [[Search Snake]] can be used against it. The next screen contains a pair of lasers, a single [[Shield Attacker]], and a four-tile wall that cannot be climbed without using a utility. This leads into another checkpoint and an introduction to [[Yoku Block]]s over a bed of spikes. This leads into a series of perilous challenges which have either them or Falling Platforms over spikes or death pits. The Yoku Blocks' patterns, meanwhile, are rather simple to understand. The last Yoku Block puzzle leads to a slide passage, behind which is a [[Giant Metall Cannon]], followed by a [[Kabatoncue]] guarding the boss door; the latter of these lacks its platform, and thus can be very quickly killed. The boss itself, meanwhile, is a standard [[Iron Ball]] battle.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=For a first level, good job. When you use the Wily 4 laser and the Gyro Man platforms, I really do think the level excels. While it is possible to run out of Concrete Shot ammo, it's honestly fairly forgiving and was never an issue when I played the stage. The amount of weapon energy to make this doable is good. If you wanted to keep the level feeling smooth but add in extra energy, you could force certain enemies to drop them. That would be a nice touch, but it's far from necessary. The Gyro Man platforms mixed with the Yoku blocks worked, although the rising section felt out of place and disjointed, especially in the context of this contest. Otherwise, the enemy variety mostly worked, as you really filled in holes in what enemy types you lacked. It was a bit odd to use both Coltons and Hammer Joes as they essentially fill the same role. These criticisms don't make the level bad, but they are ways in which the level could have been better. Good job on your first level.&lt;br /&gt;
|parmascore=74&lt;br /&gt;
|pjdesign=27&lt;br /&gt;
|pjcreativity=10&lt;br /&gt;
|pjfunction=9&lt;br /&gt;
|pjfun=19&lt;br /&gt;
|pjaesthetics=9&lt;br /&gt;
|pk=It's not bad, just a tad...unfocused. Although the main concern I have is that Concrete Shot is required to get past the lasers, so giving it unlimited weapon energy may have been a better choice. Then again, that could have made enemy challenges trivial. But then again, the stage could have been built around Concrete Shot more. Am I rambling? Maybe. The Yoku block challenges were fine, and they did pick up in difficulty and complexity a bit as they went on, so good job there. One thing that felt odd was having the hippo midboss on flat ground. That...made him useless, as you can just shoot and he dies without being able to attack. But that's a nitpick. Overall, it was fun, and for a first level, it was a good start. Keep at it!&lt;br /&gt;
|pkscore=58&lt;br /&gt;
|pkdesign=15&lt;br /&gt;
|pkcreativity=7&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=16&lt;br /&gt;
|pkaesthetics=10&lt;br /&gt;
|m-jacq=Oh man, how much better would this level have been with infinite Concrete Shot ammo? To misquote Sam Jackson: I recognize that in Mega Man 9 Capcom decided to have the Wily 4 lasers without infinite ammo, but it was a stupid-ass decision, and you should have elected to ignore it. Or at the very least had some way to farm energy off Tellies. Because large parts of the level would have been more fun if you had access to infinite Concrete Shot - there's a four-tile jump in one part of the level, for instance, that strictly speaking can be done without the Concrete Shot but is way more fun if you use it. And there certainly could have been some sadistic set-ups with the lasers used in concert with Yoku blocks. Good sadistic set-ups, I mean. (It also would have given this level a bit more of an identity, as right now there's not much of a theme to it beyond &amp;quot;generic Wily fortress.&amp;quot;)&amp;lt;br&amp;gt;Like a lot of levels in this contest, this one struggled to put enemies in spaces where they were relevant but not unfair. I got jumped by the Big Eye variant from MM9 placed a little too close to the edge of the platform, for instance, but other than that most of the enemies posed little if any threat. Even the Hippo miniboss could be killed by just mashing X. Luckily, the platforming in this level made up for that, in my opinion: not too challenging, but it felt good to pull off those mad dashes on the Gyro blocks. And for the most part they avoid unfair &amp;quot;gotcha&amp;quot; moments, with every screen giving you a safe space to figure out what you have to do. So the base of this level is pretty solid; it's just got a bunch of little flaws that could be fixed, and it could probably use some sort of overarching theme to make the challenges feel more cohesive.&amp;lt;br&amp;gt;Oh, and one minor but interesting flaw with this level that bears mention: it had a couple instances where screen transitions that should have been one-way were two-way instead, meaning you could accidentally backtrack and faceplant into an enemy (as I did with the aforementioned Not A Big Eye).&lt;br /&gt;
|m-jacqscore=59&lt;br /&gt;
|mjdesign=16&lt;br /&gt;
|mjcreativity=8&lt;br /&gt;
|mjfunction=10&lt;br /&gt;
|mjfun=18&lt;br /&gt;
|mjaesthetics=7&lt;br /&gt;
|freems=This level was just so incredibly unfocused. Every other screen there'd be a new gimmick thrown at you then completely forgotten. Here's a gravity well, here's some water, here's some Yoku blocks. It just made the whole thing feel so segmented and strange. And the stretches without any of these gimmick of the days were more or less just boring straight-aways with a bunch of enemies, some from the box, others just seemingly picked at random that just kinda stand to get shot by you and for the most part, serve no threat whatsoever. The lasers appear a number of times but there's never really a clever use of them besides &amp;quot;Use Concrete Shot&amp;quot; and if you run out of ammo by some chance, then uh oh. It doesn't help that a handful of the jumps are surprisingly tight and weirdly difficult to make. It's just one of those cases where you should have focused a lot more on the box elements you were given and expanding upon them, rather than just doing a little taste of so many different things.&lt;br /&gt;
|freemsscore=42&lt;br /&gt;
|frdesign=12&lt;br /&gt;
|frcreativity=5&lt;br /&gt;
|frfunction=8&lt;br /&gt;
|frfun=9&lt;br /&gt;
|fraesthetics=8&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* It is impossible to clear Wily Station using only the Mega Buster, as even if the player tanked damage from the Wily 4 Lasers, the four-tile wall next to the level's single Shield Attacker cannot be scaled without using a utility.&lt;br /&gt;
* When submitted, Wily Station's first checkpoint area had four checkpoint objects right next to each other; for the final game, all but one were removed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 6}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 6 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Toad_Man%27s_Underwater_Sea_Lab&amp;diff=28674</id>
		<title>Toad Man's Underwater Sea Lab</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Toad_Man%27s_Underwater_Sea_Lab&amp;diff=28674"/>
				<updated>2025-03-26T04:27:26Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=23rd&lt;br /&gt;
|image=[[File:MaG48HMML-23-ToadMansUnderwaterSeaLab.png|256px]]&lt;br /&gt;
|caption=''Sealab 20XX'', coming soon to Adult Swim.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[PhazonMotherBrain]]&lt;br /&gt;
|composer=Manfred Linzner, Minae Fujii&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=83&lt;br /&gt;
|judge2=71&lt;br /&gt;
|judge3=60&lt;br /&gt;
|judge4=59&lt;br /&gt;
|totalscore=68.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Dockalocker]]&lt;br /&gt;
*[[Swim Ball]]&lt;br /&gt;
*[[Tondeall]]&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Venus Waterfall]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Dockalocker]]&lt;br /&gt;
*[[Swim Ball]]&lt;br /&gt;
*[[Tondeall]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Concrete Platform]]&lt;br /&gt;
*[[Maze Warp]]&lt;br /&gt;
*[[Quick Lighting]]&lt;br /&gt;
*[[Venus Waterfall]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Stompy]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Toad Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Iridion 3D - Dogfight Above the Pacific Ocean [Stage 2]&amp;lt;br&amp;gt;'''Boss:''' Mega Man 4 - Boss&lt;br /&gt;
|location=[[Tier 9 (MaG48HMML)|Tier 9]]&lt;br /&gt;
|previous=[[Central Computer]]&lt;br /&gt;
|next=[[Darkwing City]]&lt;br /&gt;
}}&lt;br /&gt;
'''Toad Man's Underwater Sea Lab''' is the 23rd place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. According to [[Doctor Thomas Light|Dr. Light]] at the start of the level, it is a large facility used by [[Toad Man]] in a nefarious plot to weaponize the water cycle. As the name suggests, it's a water level that makes heavy use of [[Concrete Platform]]s (typically over and under lethal spikes) and [[Venus Waterfall]]s. It also uses enemies that attack [[Mega Man]] from high places, trying to knock him off a platform or into a waterfall.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The early parts of the level are very easy, consisting of simple Concrete Platform challenges while [[Dockalocker]]s attempt to snipe him. The latter can be easily avoided or taken out from a distance. Later on, Venus Waterfalls are introduced, and their pathways are marked by purple tiles. One such waterfall washes Mega Man into an underwater area filled with [[Swim Ball]]s and [[Tondeall]]s. In an area reached via a rising Concrete Platform is a battle against a [[Stompy]], followed by a checkpoint. Up the ladder from there is a corridor with multiple Venus Waterfalls, all of which will wash Mega Man into either a pit or a bed of spikes. Nearby Dockalockers can potentially knock him into a waterfall, so use of either the [[Flame Mixer]] to block their shots or the [[Homing Sniper]] to quickly kill them is ideal.&lt;br /&gt;
&lt;br /&gt;
After another checkpoint, [[Quick Lighting|the level goes dark]], and only a series of Concrete Platforms are visible. All of them are suspended over spikes, so jump quickly across them. Another underwater corridor follows, this time with a spiked ceiling and Concrete Platforms that rise up into it, before another Stompy Fight appears. The arena is mostly the same, except a pair of Venus Waterfalls cascade down on either side, limiting the amount of safe space Mega Man has to work with. After killing the second Stompy, Mega Man enters yet another submerged corridor, this time with a blackout effect and spikes on the ceiling and floor. Both types of Concrete Platform hang in the air, and Swim Balls frequently swim in from the right to tackle Mega Man off of them. It is therefore advised to always have a Charge Shot ready to fire, and avoid jumping too close to the top of the screen.&lt;br /&gt;
&lt;br /&gt;
The last part of the level happens on dry land and without any blackouts, and combines Venus Waterfalls, Concrete Platforms, Dockalockers, and spikes. Each Dockalocker is positioned so that it can be taken out from a safe area, so Mega Man should clear them out of the way first before moving onto less stable ground. As one would expect from the level's name, Toad Man serves as the end boss; however, his arena contains three Venus Waterfalls that wash down intermittently, their areas of influence marked as ever by purple tiles. Though it makes the fight significantly harder, Mega Man can stand roughly halfway inside a waterfall without being washed off, giving him some extra breathing room. Additionally, unlike the other waterfalls in the stage, these have a longer delay between their warning drop and their actual appearance.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=My number one praise of this level is the pacing. Using the A, B, A, B, AB format really worked wonders. It means I never got bored of one gimmick while the other one always had something new to offer. Also just want to acknowledge that Venus waterfalls can be terrible gimmicks, but you made them work. The waterfall sections always felt fair and well telegraphed so you were never confused about what was going to happen. It was clear and fair, but still challenging. Going from a section based on a lot of waiting to the faster paced falling platform segment was great. Then, the final section wasn't tedious because when the waterfalls were falling, the Dockalockers kept you engaged in those moments. And I'd usually say using Venus waterfalls in a boss is a bad idea, but it's Toad Man so it was fine. Really well designed level. Good job.&lt;br /&gt;
|parmascore=83&lt;br /&gt;
|pjdesign=31&lt;br /&gt;
|pjcreativity=12&lt;br /&gt;
|pjfunction=10&lt;br /&gt;
|pjfun=21&lt;br /&gt;
|pjaesthetics=9&lt;br /&gt;
|pk=The combination of its two gimmicks is very well handled here, but after a bit, it feels like I'm going through the same sections again, just a bit changed to make them harder. I wish I could say more here, because I did enjoy it quite a bit, but it didn't really leave me with much to talk about, sadly.&lt;br /&gt;
|pkscore=71&lt;br /&gt;
|pkdesign=23&lt;br /&gt;
|pkcreativity=10&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=19&lt;br /&gt;
|pkaesthetics=9&lt;br /&gt;
|m-jacq=Was there a subcontest going on called &amp;quot;Make a Hard Toad Man Fight&amp;quot; or something? There's about a dozen entries which have you fight Toad Man over spikes or on oil or backwards in heels or something, and all of them are just silly. Toad Man is still absurdly easy no matter how much detritus you stuff his arena with.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The level itself, though, is better than it might look at first glance. I think that what makes this level work is that there is a structure here, alternating between sections in the submarine and underwater segments, which makes it feel like you're making progress and moving forwards even though the aesthetics here are so rudimentary. I also really enjoyed some of the faster sections of the level, where you had to hold right and traverse the Concrete Man platforms - especially towards the very end of the level, where you jump past a wall of waterfalls and through boss doors to safety. That felt super cool. Now, unfortunately, this level does feel pretty empty due to the underwhelming enemy placement. I did enjoy some of the Dockalocker setups, to be fair (it was fun sniping the column of them) but they definitely didn't provide much of a challenge. And I really didn't get why the Quick Man lighting was here, or what it added to the segments where they showed up. But, you know, all things considered I mostly enjoyed this level.&lt;br /&gt;
|m-jacqscore=60&lt;br /&gt;
|mjdesign=13&lt;br /&gt;
|mjcreativity=8&lt;br /&gt;
|mjfunction=10&lt;br /&gt;
|mjfun=19&lt;br /&gt;
|mjaesthetics=10&lt;br /&gt;
|freems=I highly doubt this is on purpose or anything, but it almost felt like I played the same level twice. The first time was pretty alright, albeit a little too empty, and the second time there were a lot more spikes and a lot more waterfalls. For the most part, I think you had a good idea about how to use the waterfalls because combining them with the lockers was a very good move, as it gives you something to avoid while you're waiting for the waterfall, but by the end of the level it started to run out of its novelty as it kept doing the same setup multiple times. While the lockers and the two gimmicks were used well, the other two enemies were left pretty ignored for the most part. I also for the life of me cannot figure out the point of having the lights go out the two times it does. It doesn't make anything impossibly hard or anything it's just... there's really no point other than for you to not always have a clear idea where the instant death ceiling is the second time it happens. Far from a bad time, but it was a little bit of a strange one.&lt;br /&gt;
|freemsscore=59&lt;br /&gt;
|frdesign=18&lt;br /&gt;
|frcreativity=9&lt;br /&gt;
|frfunction=10&lt;br /&gt;
|frfun=14&lt;br /&gt;
|fraesthetics=8&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* If Mega Man rides the first Concrete Platform back up to the first screen, Dr. Light's dialogue will change.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 9}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 9 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=28673</id>
		<title>Through the Crabacombs</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Through_the_Crabacombs&amp;diff=28673"/>
				<updated>2025-03-26T04:23:24Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=20th&lt;br /&gt;
|image=[[File:MaG48HMML-20-Through-the-Crabacombs.png]]&lt;br /&gt;
|caption=Being trapped in a bubble would make anyone crabby.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[NARFNra]]&lt;br /&gt;
|composer=[[NARFNra]]&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=78&lt;br /&gt;
|judge2=60&lt;br /&gt;
|judge3=83&lt;br /&gt;
|judge4=56&lt;br /&gt;
|totalscore=69.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Crabbot]]&lt;br /&gt;
*[[Croaker]]&lt;br /&gt;
*[[Cyorown]]&lt;br /&gt;
*[[Feeber]]&lt;br /&gt;
*[[Haiker N]]&lt;br /&gt;
*[[M-445]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Falling Platform]] (MM5)&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Grey Devil]]&lt;br /&gt;
|other=&lt;br /&gt;
* [[File:Skip.png]] [[Skip Teleporter|Skippable]]&lt;br /&gt;
|music=No End in Sight&lt;br /&gt;
|location=[[Tier 9 (MaG48HMML)|Tier 9]]&lt;br /&gt;
|previous=[[Cornerstone to Dominate]]&lt;br /&gt;
|next=[[Spicy Banana Bread Storehouse]]&lt;br /&gt;
}}&lt;br /&gt;
'''Through the Crabacombs''' is the 20th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It consists of an underground collection of flooded tunnels using Pump Man's tileset, wherein the player is forced to deal with [[Feeber]]s and infinitely spawning [[M-445]]s while maneuvering around large numbers of spikes. It also features several long vertical rooms where the player must ascend on [[Bubble Platform]]s and [[Falling Platform]]s while being attacked by [[Cyorown]]s. The long vertical Bubble Platform rooms in this stage occasionally suffer from object-spawning issues due to how the Bubble Platforms work in scrolling areas, which can sometimes make it appear to be impossible to complete buster-only. In general, repeatedly jumping while ascending long vertical rooms on Bubble Platforms can prevent this issue.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
It should be noted that the [[Flame Mixer]] is an extremely strong weapon in this level - no enemies in the stage are shielded, and many rely on projectiles or odd angles to attack [[Mega Man]], meaning that the weapon makes handling most areas in the stage quite a bit easier. In addition, weapons like the [[Homing Sniper]], [[Beat]], and the [[Rain Flush]] are highly effective at handling relatively fragile enemies in awkward positions on screen, especially with the help of the W-Tank found at the beginning of the level. When equipped with a weapon, it can be useful to know that the player can escape Feeber bubbles by pressing A instead of wasting ammo by shooting.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the stage is a series of relatively simple vertical rooms introducing Feebers, Cyorowns, and Falling Platforms. If the player completes a small platforming challenge early on, or happens to have bought the Beat Fetch and Fortified Talons upgrades, they can easily obtain a W-Tank. &lt;br /&gt;
&lt;br /&gt;
The first truly difficult segment begins when the player first heads to the right, entering an underwater hallway filled with Feebers, M-445s, [[Crabbot]]s, and spikes. In this segment, it is extremely important to be cautious regarding the giant hitboxes of Feeber bubbles, as it is easy to fall into a pit. M-445s are easy to destroy, but come down in vertical spaces wherein hitting them can be difficult. However, because they start moving in a sine wave motion if the player happens to be to the side of them, they're not very hard to get out of the way with patience. &lt;br /&gt;
&lt;br /&gt;
The next room immediately starts with an ambush by a [[Croaker]] - walking forwards to the edge of the platform allows you to dodge its attack and attack the Croaker, but watch out for its Mini Kerogs. Beware - while waiting for the Bubble Platform to spawn, if you get onto the generator and then drop back off of it, the Croaker can respawn and start launch its Mini Kerogs directly into you on this platform, possibly knocking you into the pit. In the next segment, be ready for attacks from Cyorowns - they will be spawning at the top of the screen and firing at diagonal angles, which can usually be avoided through jumping. The end of this room can be relatively troublesome - due to the nature of how Bubble Platforms scroll, a set of Falling Platforms necessary to get into the next room may not spawn, forcing the player to either use [[Rush]] or to fall back down and respawn a Bubble. For some reason, if the player jumps continuously while rising on the Bubble, the platforms are more likely to spawn and remain there.&lt;br /&gt;
&lt;br /&gt;
The next room contains the checkpoint, and after a short period, shifts to another horizontal underwater segment featuring [[Haiker N]]s. When dealing with the appearance of two of them in a room with a prowling Crabbot, it's best to immediately try to destroy one or both before the finish implanting into the pipes, or dealing with their projectiles can be troublesome. Because the room is free-scrolling, however, it's easy to retreat and respawn them to try as many times as the player needs. It's worth noting that this room also has no collision protection on the top of the screen, meaning that in several cases the player can easily jump off the top and bypass segments of the level.&lt;br /&gt;
&lt;br /&gt;
After a Cyorown ambush hallway and a small elevator, there is a small segment wherein the player must choose the right blocks to fall down while avoiding attacks from enemies in other enclosures - beware, there is no escape from these enclosures without weapon use, so if the player has somehow exhausted all of their weapon energy for [[Rush Jet]], [[Rush Coil]], and [[Concrete Shot]], they may be forced to reset. A Croaker that appears in this room also fires Kerogs startlingly fast onto the platform after the first drop, so the safest way to deal with that is to jump and land slightly away from the edge of the platform.&lt;br /&gt;
&lt;br /&gt;
The final room is a Bubble Platform where the bubbles slowly pop. This room isn't too difficult so long as you are careful - Feebers will attempt to trap you in bubbles that push you into spikes or off the platform in this room, but there's only two of them and escaping from the bubbles is exactly as simple as it always has been. Because you're underwater you can skip a large distance to jump up to the boss door quickly, but be careful not to jump too high too early, because doing so will scroll the platform off-screen and force you to restart from the bottom once more.&lt;br /&gt;
&lt;br /&gt;
The boss, the [[Grey Devil]], is rather easy. However, the room's low ceiling and flooded nature means the trajectories of its projectiles will be altered slightly from those players familiar with the [[Megamix Engine]]'s version of the boss may remember - the simplest way to avoid its attacks is to stand next to it after learning the timing for when it moves across the room. &lt;br /&gt;
&lt;br /&gt;
==Skip Status==&lt;br /&gt;
This level was deemed skippable on [[M-Jacq]]'s suggestion, due to the difficulty of some segments (especially given the low number of checkpoints and heavy use of instant-death traps like pits and spikes).&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma = CRABACOMBS, I LOVE IT. What I don't love is the checkpoint placement. Like legit, if you fixed that you'd solve most of my problems with this stage. Your gimmicks and the bubble crabs are fairly conducive to using spikes and pits as obstacles, and the challenges you made (especially with the 3 Gyro Man platforms on top of each other covering a hole, or the long vertical sections with the bubbles) are great uses of the gimmicks. Really good job. The issue is that since so much of the level is based on instant death, you need more checkpoints to make the level better. Going through the same sections multiple times is boring since this is not a fast-paced level. Splitting this level into 3 or 4 sections instead of 2 would go a long way in making it better. Despite that, the level feels, sounds, and looks grate (get it?) with the sewer theme. Has that nice dismal sewer feel. Overall, good experience.&lt;br /&gt;
|parmascore = 78&lt;br /&gt;
|pjdesign = 30&lt;br /&gt;
|pjcreativity = 09&lt;br /&gt;
|pjfunction = 10&lt;br /&gt;
|pjfun = 17&lt;br /&gt;
|pjaesthetics = 12&lt;br /&gt;
|pk = Dang, those crabs were a pain at times. Well, this stage was pretty fun at times, and at others, it felt kinda...blah. If that makes sense. Clearly, there were clever ideas behind these challenges, but some of them just didn't click right with me. The last bubble elevator, for example. The crabs kind of screwed me over more times that I'd have liked. Overall, though, it was decently fun.&lt;br /&gt;
|pkscore = 60&lt;br /&gt;
|pkdesign = 18&lt;br /&gt;
|pkcreativity = 09&lt;br /&gt;
|pkfunction = 10&lt;br /&gt;
|pkfun = 13&lt;br /&gt;
|pkaesthetics = 10&lt;br /&gt;
|m-jacq = Difficult sections in the Mega Man games - and most video games, really - comes in two varieties. You've got tricky sections, which are difficult because executing the correct maneuvers to get through them requires skill on the player's part. You've then got &amp;quot;gotcha&amp;quot; sections, which are difficult because they require you to act and respond extremely quickly. (So, single-screen Yoku Block puzzles are &amp;quot;tricky,&amp;quot; Quick Lasers and spike drops are &amp;quot;gotcha&amp;quot;...-y.) Both can work in a level, but you get significantly more leeway on tricky sections than you do on gotcha sections when it comes to how punishing a level is. Players get less angry when the mistakes they make are due to something they could have foreseen.&lt;br /&gt;
This is a long prelude to say that while this level is very, very hard at points, and it's light on checkpoints as well, I don't think that's necessarily a bad thing. The sections done over pits have very generously-timed and obvious cycles; I never thought that my failure on these sections was due to anything other than human error. Meanwhile, while there were a couple &amp;quot;gotcha&amp;quot; enemies - the Cyorowns in particular - they never showed up over spikes or pits. It's not ideal that the difficulty curve was close to backwards, and that the earliest part of the level was harder than what came afterwards (especially when you had to hop between ledges placed directly above one another), but I can forgive that.&lt;br /&gt;
This level is really, really well-made from a technical standpoint, if you ask me - clean level architecture, interesting setups, that sort of thing. That final segment in particular is ace - the bubble &amp;quot;elevator&amp;quot; turning into a more standard Wave bubble puzzle as you dodge spikes and M-445s was really cool, and a nice showy capper to the level. Grey Devil was pretty cool as well.&lt;br /&gt;
I suspect I'm in the minority on this one, but I really liked this level in spite of how tough it is in spots (to the point where I think it warrants a Skip Teleporter - not for me, mind you, for other people). Just a really solid platforming experience.&lt;br /&gt;
|m-jacqscore = 83&lt;br /&gt;
|mjdesign = 33&lt;br /&gt;
|mjcreativity =13&lt;br /&gt;
|mjfunction = 08&lt;br /&gt;
|mjfun = 17&lt;br /&gt;
|mjaesthetics = 12&lt;br /&gt;
|freems = Well, we got ourselves a perfectly fine level, so let's get talkin'. A few placements of the crows didn't feel well thought out given how they act almost instantly upon spawning on screen (which is more annoying when the screen just keeps going up vertically), there were probably a few more spikes than really needed, and a few jumps just felt more janky than they really needed to be. Now you certainly did have unique ideas for these gimmicks. Using the Gyro blocks in a way that there's multiple ways to go down and you have to determine the correct one while dodging enemy fire and the bridge of Wave Bubbles at the end that slowly gets smaller as some of them hit spikes. These are neat ideas in theory, but I don't think the level takes full advantage of them. The Gyro situation can be handled very quickly and the enemies prove a little threat and while the Wave Bubble section at the end is cool in theory it really ended before it began. And given the fact that it was underwater, it was very easy to just skip the whole last part of it entirely and jump up to the boss door. They're kinda saved for special moments when I almost wish more of the level was dedicated to these cooler sections. More of that would have been great.&lt;br /&gt;
|freemsscore = 56&lt;br /&gt;
|frdesign = 19&lt;br /&gt;
|frcreativity = 08&lt;br /&gt;
|frfunction = 09&lt;br /&gt;
|frfun = 13&lt;br /&gt;
|fraesthetics = 07&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Through the Crabacombs is the highest-ranked level in ''MaG48HMML'' to feature a [[Skip Teleporter]], the next-highest being [[Cosmological Factory]] in [[Tier 4 (MaG48HMML)|Tier 4]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 9}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 9 (MaG48HMML)]][[Category:Skippable Levels]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_Tiki_Tiki_Tiki_Tiki_Tiki_Room&amp;diff=28672</id>
		<title>The Tiki Tiki Tiki Tiki Tiki Room</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_Tiki_Tiki_Tiki_Tiki_Tiki_Room&amp;diff=28672"/>
				<updated>2025-03-26T04:18:23Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=82nd&lt;br /&gt;
|image=[[File:MaG48HMML-82-TheTikiTikiTikiTikiTikiRoom.png|256px]]&lt;br /&gt;
|caption=''All the Bills sing words and the Gremlins croon''&amp;lt;br&amp;gt;''In The Tiki Tiki Tiki Tiki Tiki Room!''&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[Brooks]]&lt;br /&gt;
|composer=Mari Yamaguchi&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=54&lt;br /&gt;
|judge2=47&lt;br /&gt;
|judge3=38&lt;br /&gt;
|judge4=48&lt;br /&gt;
|totalscore=46.75&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Gyoraibo]]&lt;br /&gt;
*[[Scissascissor]]&lt;br /&gt;
*[[Sonic Bill]]&lt;br /&gt;
*[[Air Tiki]]&lt;br /&gt;
*[[Napalm]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Gyoraibo]]&lt;br /&gt;
*[[Scissascissor]]&lt;br /&gt;
*[[Sonic Bill]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Air Tiki]]&lt;br /&gt;
*[[Napalm]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 5 - Stone Man&lt;br /&gt;
|location=[[Tier 3 (MaG48HMML)|Tier 3]]&lt;br /&gt;
|previous=[[Megatroid]]&lt;br /&gt;
|next=[[Down the Drain]]&lt;br /&gt;
}}&lt;br /&gt;
'''The Tiki Tiki Tiki Tiki Tiki Room''' is the 82nd place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It is a semi-aquatic level that heavily uses [[Air Tiki]]s as platforms and hazards, while [[Gyoraibo]]s patrol the waters looking to either ambush [[Mega Man]] from below or swim straight into him. Much of the level is also covered in [[Napalm]] fires that make platforming dangerous – however, it also has a habit of killing enemies that fly straight into it, simultaneously making certain areas easier than intended.&lt;br /&gt;
&lt;br /&gt;
During the Goody Two Shoes [[Sidequests|sidequest]], The Tiki Tiki Tiki Tiki Tiki Room is the third stage to be visited while tracking down the [[Shadow Imposter]]'s whereabouts.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The first portion of the stage focuses on platforming over Air Tikis and avoiding Napalm. The [[Rain Flush]] can be used to extinguish the latter and reduce the risk of instant death, but in some cases a bottomless pit lies underneath to negate that advantage. Early on, [[Scissascissor]]s try to ambush Mega Man while jumping from one Air Tiki to the next, making it wise to shoot ahead while jumping. Eventually, Mega Man enters a partially submerged area where Gyoraibos swim in from the left, while [[Sonic Bill]]s perch on platforms and fly towards him when he gets close. Staying underwater and using Charge Shots or Special Weapons to kill the Gyoraibos is the safer option, as the Sonic Bills cannot enter the water without landing on another platform. A ladder-climbing section appears soon after, where Scissascissors attempt to snipe Mega Man while climbing; staying still and waiting for them to fly past is a sound idea.&lt;br /&gt;
&lt;br /&gt;
Before long, a short underwater area appears, with multiple enemies spawning in at once just before a checkpoint. The Rain Flush is once again a useful method of crowd control and Napalm-extinguishing here. What follows is a semi-spike drop over a trio of Air Tikis; between the multiple spikes, the Air Tikis' horns, and the [[Gremlin]]s that fly out from their sides, avoiding damage here can be rather difficult without either very quick and precise movement, or a level of patience and caution. A pair of Napalm flames conveniently sit on either side of the third Air Tiki, and will instantly kill the Gremlins it spawns while allowing for Mega Man to concentrate on jumping past spikes.&lt;br /&gt;
&lt;br /&gt;
The last few screens of the level are relatively simple, with only a few strategically placed Sonic Bills posing much of a threat. As they're either protected by an Air Tiki or too low to hit with the [[Mega Buster]], using a homing weapon like [[Beat]] or the [[Homing Sniper]] to take them out from afar helps. The last screen before the end is filled with Sonic Bills, Napalm, and a Scissascissor that is immediately neutered by the fire. In the very last room is a massive Napalm fire atop a set of spikes, with the [[Energy Element]] sitting to the side. Even if Mega Man dies here, a checkpoint is present here. As an Easter egg, extinguishing the Napalm will reveal a large sea monster hiding in a cave.&lt;br /&gt;
&lt;br /&gt;
==Shadow Imposter Graffiti==&lt;br /&gt;
The hidden message is located at the very end of the level, on the large sculpture obscured by the giant Napalm fire. By using the Rain Flush to put it out, the message can be read either while falling down to the spikes below, or (more sensibly) while riding the [[Rush Jet]] over to it. While looking for the message, a [[Shadow Turret]] flies from left to right across the top of the screen, shooting at Mega Man provided he isn't holding onto a ladder.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=This one is honestly really inoffensive other than some stupid jumps. The box assets are used okay, but not super creatively. I like that you tried to use the Tikis in different environments, that aspect of it was pretty nice. A few spots, one being underwater, are too dense and have too much going on at once. That could be fine-tuned, but it's not deal breaking. The flames really just kinda feel like they are there. Once you realize you can extinguish them, half the challenge in the level is gone. I like the way the level looks, but the music just feels extremely unfitting to me. I can't explain why, but I really really don't like the music choice. I'd go for something spacier or more of a lab-like theme. Maybe Gemini Man's theme, or Galaxy Man's, or even Gravity Man's. Stone Man's theme felt wrong.&lt;br /&gt;
|parmascore=54&lt;br /&gt;
|pjdesign=15&lt;br /&gt;
|pjcreativity=7&lt;br /&gt;
|pjfunction=10&lt;br /&gt;
|pjfun=14&lt;br /&gt;
|pjaesthetics=8&lt;br /&gt;
|pk=Yeah, I'm not feeling this one that much. For the sake of a buster-only run, the fires were only acting as spikes, and even if you use weapons to extinguish them, it just makes the challenges too easy. Maybe you could have focused more on using Rain Flush, to traverse fiery rooms or something.&lt;br /&gt;
|pkscore=47&lt;br /&gt;
|pkdesign=15&lt;br /&gt;
|pkcreativity=7&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=11&lt;br /&gt;
|pkaesthetics=6&lt;br /&gt;
|m-jacq=Uh oh.&amp;lt;br&amp;gt;Actually, this level does do one thing very right - I thought the scissors were used extremely well, both in concert with the Tikis and during the vertical sections. I was less enthused with... other parts of the level. Like, you did playtest this and realize that enemies die when they collide with the fire, right? Because sometimes that looks deliberate (as with the fires on the sides of the Tikis, thus declawing them), but on other screens it's kind of comical watching enemies careen to their deaths. I suspect there's supposed to be some sort of &amp;quot;pick a path&amp;quot; motif running through the level - at the very beginning, for instance, you can travel along the Tikis' heads or beneath them. And there are some other screens where you get two choices of which path to take - wallow through three-tile-high water segments or take the (literal) high road? Etc. That's fine, but it's obscured by this level's scattershot approach to placing down obstacles, where there are little fires burning everywhere (including underwater?) that make everything a lot more confusing than it really is. I dunno - there's a solid *idea* here, but the execution leaves a lot to be desired.&lt;br /&gt;
|m-jacqscore=38&lt;br /&gt;
|mjdesign=9&lt;br /&gt;
|mjcreativity=8&lt;br /&gt;
|mjfunction=10&lt;br /&gt;
|mjfun=4&lt;br /&gt;
|mjaesthetics=7&lt;br /&gt;
|freems=A little bit of an odd level. While there were a handful of clever setups using the Air Tikis (the two right next to each other with the single spike of fear causing you to think just a little more carefully about shooting the little guys) most of the level just sort of existed. With a few exceptions, the enemy placement was completely pointless as the bullets would just destroy themselves, the scissors would oftentimes just be handled by doing nothing (thinking mostly on the ladder room where a ton of them come in at once) and some of the fish can do things... except half the time they're useless because the missiles shoot up and you happen to be below them. Outside of that, at times there seemed to be little rhyme or reason for the spike and fire placement. There were plenty of checkpoints everywhere so it never really got annoying, it was just... very odd to say the least.&lt;br /&gt;
|freemsscore=48&lt;br /&gt;
|frdesign=14&lt;br /&gt;
|frcreativity=7&lt;br /&gt;
|frfunction=10&lt;br /&gt;
|frfun=11&lt;br /&gt;
|fraesthetics=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The level's name is derived from the song &amp;quot;The Tiki Tiki Tiki Room&amp;quot;, which plays at the Disneyland attraction Walt Disney's Enchanted Tiki Room.&lt;br /&gt;
* The level's geometry forms a perfect square, with the player moving towards the centre in a clockwork spiral.&lt;br /&gt;
* The level was designed with a difficulty in mind that would be accessible to players of all skill levels.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 3}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 3 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=The_End_of_Needle_Man%3F!&amp;diff=28671</id>
		<title>The End of Needle Man?!</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=The_End_of_Needle_Man%3F!&amp;diff=28671"/>
				<updated>2025-03-26T04:10:54Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=39th&lt;br /&gt;
|image=[[File:MaG48HMML-39-TheEndOfNeedleMan.png|256px]]&lt;br /&gt;
|caption=Some hardcore fans like to assume Needle Man actually died in the collapse of [[Abandoned Lab|Wily Castle]], considering ''Mega Man 3'' the final &amp;quot;true&amp;quot; game of the Classic series, and ignoring everything from ''Mega Man 4'' and beyond.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[sarysa]]&lt;br /&gt;
|composer=Yasuaki Fujita&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=54&lt;br /&gt;
|judge2=63&lt;br /&gt;
|judge3=79&lt;br /&gt;
|judge4=53&lt;br /&gt;
|totalscore=62.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Dachone]]&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Nitron]]&lt;br /&gt;
*[[Foot Holder]]&lt;br /&gt;
*[[Junk Block]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Dachone]]&lt;br /&gt;
*[[Elec'n]]&lt;br /&gt;
*[[Hari Harry]]&lt;br /&gt;
*[[Metall DX]] (walk)&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Molier]]&lt;br /&gt;
*[[Mousubeil]]&lt;br /&gt;
*[[Nitron]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Conveyor]] (MM6)&lt;br /&gt;
*[[Foot Holder]]&lt;br /&gt;
*[[Junk Block]]&lt;br /&gt;
*[[Needle Press]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Spark Man]]&lt;br /&gt;
*[[Truck Joe]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Gemini Man]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man 3 - Needle Man&amp;lt;br&amp;gt;'''Boss:''' Mega Man 3 - Boss&lt;br /&gt;
|location=[[Tier 8 (MaG48HMML)|Tier 8]]&lt;br /&gt;
|previous=[[Footloose]]&lt;br /&gt;
|next=[[One Night in Xanadu]]&lt;br /&gt;
}}&lt;br /&gt;
{{quote|Who does Spark Man think he is, dumping his junk here? And what's with that digging? I swear, those punks are all trying to move in on my turf. Well I'll show them!|Needle's Log|}}&lt;br /&gt;
'''The End of Needle Man?!''' is the 39th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It is a level that mostly uses [[Foot Holder]]s as its main gimmick, though all of them move on set paths and almost none of them are dangerous. The level follows a loose narrative of Needle Man being driven out of his own stage by two of his fellow ''[[Mega Man 3]]'' Robot Masters. To that end, while it primarily uses Needle Man's tileset and aesthetic, it adds in tilesets from other Robot Master stages.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Go left of the first screen for a hidden E-Tank on the other side of a pit patrolled by three Foot Holders. The level itself starts with two [[Hari Harry|Hari Harrie]]s and a fleet of Foot Holders over a pit. While the latter move in set, predictable patterns, some of them fly much more quickly than others, making it hard to jump from one to the other without falling. As such, it's useful to have the [[Beat]] Rescue upgrade as a safety net, particularly for the more perilous Foot Holder areas. Two screens up is a short area with [[Dachone]]s guarding a boss door, which is blocked by a stack of [[Junk Block]]s carried by [[conveyor]]s from a passage above. The floor inside the faux-boss corridor instantly self-destructs upon entering, sending Mega Man to a cavern below (with four harmless [[Molier]]s being the apparent cause). However, by using a set of Foot Holders, [[Mega Man]] can avoid fighting the Dachones and enter the Junk Block corridor, avoiding the floor trap and finding a hidden room with five large Bolts, an M-Tank, and a message from Needle Man.&lt;br /&gt;
&lt;br /&gt;
As the stage takes on [[Napalm Man]]'s tileset, beneath the Molier screen is a pool of water, which leads to a submerged cavern with spikes and [[Metall Swim]]s, some of which have a darker palette (but no actual changes). Shortly afterwards is a fight against a [[Truck Joe]], with a spiked ceiling and a small platform on top. With little room to fight the miniboss in, the safest option is to stay on the platform and attack with weapons that will hit the Truck Joe from above, such as the [[Homing Sniper]] or [[Salt Water]]. After defeating it, Mega Man reaches a checkpoint, and eventually climbs out of the water and back into Needle Man's stage, where an [[Elec'n]] ambushes him from above. Here, he can either fight a Dachone head on, or avoid it by taking a higher route with [[Needle Press]]es. A nighttime outdoor area appears, with stacks of Junk Blocks in the way while [[Nitron]]s fly by. Each stack comes in sets of twos; Junk Blocks constantly fall from the sky, with one landing on the rightmost stack, while the next is caught by a Foot Holder and dropped onto the left. To get over a very tall wall, Mega Man must stay on top of each stack and avoid getting pegged by a falling block.&lt;br /&gt;
&lt;br /&gt;
Over the wall is another checkpoint, and a very large chasm with Foot Holders flying in diagonal lines over it. Getting to the other side requires precarious jumps from one Foot Holder to the next, which is often difficult thanks to their speed. Fortunately, the [[Rush Jet]] is more than capable of crossing the gap, and allows Mega Man to avoid a Dachone guarding the boss door at the end. The level ''appears'' to end in a battle against [[Spark Man]] (whose arena has falling Junk Blocks that self-destruct into [[Drill Boulder]] fragments), but after defeating him, the floor is destroyed and Mega Man lands in an area resembling [[Gemini Man]]'s stage. A short underwater spike drop follows, with two paths to take: the left one is wider and easier to enter, but the narrower one on the right drops Mega Man on a platform with a [[Yashichi]], 1-Up, and E-Tank. On the left is a slide gap leading to a small alcove with another Needle Log.&lt;br /&gt;
&lt;br /&gt;
The rest of the level is very short but deceptively difficult, with long spike jumps under spiked ceilings, all while enemies like Metall Swim and Nitrons attack from the right. Two more Dachones appear right before the end, with the boss corridor containing yet another Needle Log. The true boss of the level is Gemini Man, who is not only battled underwater, but in an arena with a Foot Holder flying up and down. Unlike every other Foot Holder up to now, this one shoots every second or so. Standing on it isn't ideal, as Gemini Man can easily hit him on it with either his clone, his body, or his [[Gemini Laser]]. Once Gemini Man is defeated, part of the right wall is destroyed, and on the other side is a small room with Needle Man himself (as a harmless NPC) and the [[Energy Element]] resting behind him.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=This one is just super super unfocused. Switching between 4 completely different tilesets feels like a bit much. Gameplay-wise, the Foot Holders are the worst offense. They move so fast that sometimes it's hard to predict where they'll be. It just becomes frustrating and not a good challenge. A lot of the rest of the level is fine, but the part where you mixed the Foot Holders and the junk blocks to get up to the one platform was legit really good. It almost felt out of place since it was such a step up. The story also doesn't add a ton to the level, just to the general confusion. I think if you mixed Needle Man and the other Robot Masters' stages to make hybrids like they took over his base, it could've been a lot better instead of just alternating. I think you did that slightly, but doing it more would've made the narrative and the gameplay actually mesh into something much better. Good attempt, but it falls short.&lt;br /&gt;
|parmascore=54&lt;br /&gt;
|pjdesign=20&lt;br /&gt;
|pjcreativity=6&lt;br /&gt;
|pjfunction=10&lt;br /&gt;
|pjfun=12&lt;br /&gt;
|pjaesthetics=6&lt;br /&gt;
|pk=Seeing the first rooms...I was scared that this was going to be the whole level. Thank God it wasn't. Besides the first screens, and that one other Foot Holder section, the stage was enjoyable. Shame that those Foot Holder sections weighed it down. One part that stood out to me was the combination of junk blocks and Foot Holders, as the Foot Holder dropped junk blocks onto a stack. That was pretty neat. I've said Foot Holder too much, haven't I?&lt;br /&gt;
|pkscore=63&lt;br /&gt;
|pkdesign=18&lt;br /&gt;
|pkcreativity=11&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=14&lt;br /&gt;
|pkaesthetics=10&lt;br /&gt;
|m-jacq=You've all played Mega Man Maker, right? So you're all familiar with the kre8iv boss arena - e.g., the room where you fight Cut Man on a conveyor belt pushing you towards a row of fire pillars while a Teck shoots at you from above, or whatever. This contest has a lot of boss fights which aren't quite as convoluted, but still operate on the same principle: &amp;quot;can't make my own custom boss, but I can make my own custom boss *room*! That'll make my level stand out!&amp;quot; Well, this level has not one, but two kre8iv boss rooms, and let me tell you, I wish it didn't, because those rooms *suck* the fun out of their respective fights (and the stage as a whole).&amp;lt;br&amp;gt;Fortunately, the rest of the level is very good. I initially was terrified of those Foot Holders, but they're actually used very well, with special care to not have them fire at you while you're timing your jumps, and with very clear &amp;quot;drop points&amp;quot; to leap from one to the other. There were also a lot of nice little split paths, and clever little &amp;quot;hidden&amp;quot; areas - I'm a big fan of that room with the trash conveyor in particular, because it really sells the idea that we're in some sort of... garbage factory, I think? In general this stage is really good at varying up the level architecture to tell a story, even without the text boxes explaining that Needle Man is being run out of his spike factory or whatever.&amp;lt;br&amp;gt;So yes, great stage, but ugh, those boss fights. Not a fan.&lt;br /&gt;
|m-jacqscore=79&lt;br /&gt;
|mjdesign=24&lt;br /&gt;
|mjcreativity=15&lt;br /&gt;
|mjfunction=10&lt;br /&gt;
|mjfun=16&lt;br /&gt;
|mjaesthetics=14&lt;br /&gt;
|freems=Nothing infuriates me more than playing a level that seemed to be a rather decent length and then suddenly for absolutely no reason, &amp;quot;ehh, here's another tiny section with Gemini Man because why not&amp;quot;. Absolutely pointless and just drags out a level for no good reason. It's all about self control.&amp;lt;br&amp;gt;For the level itself, enemy placement was alright but nothing really stood out to me, the junk block gimmick was hardly relevant except in one situation where it was combined with a Foot Holder (which was nice). The fact that the Napalm Man caves were mostly underwater was a little strange from both an aesthetic standpoint as you really couldn't tell outside of entering and exiting, and how the underwater gimmick seemed to negate a few of the level's own designs (why was there a Foot Holder moving up and down to act as a platform when underwater physics means I can just jump up normally?) and jumping on Foot Holders zooming at 3000 miles per hour is... not a great time. Really, I just don't know why this level was so all over the place. The whole Napalm Man caves really didn't do much for the level at all when you could have been trying to think of more interesting uses of the Junk Blocks or even the Foot Holders besides &amp;quot;gotta go fast&amp;quot;. More time on interesting setups like that, less time on surprise Gemini Man area.&lt;br /&gt;
|freemsscore=53&lt;br /&gt;
|frdesign=16&lt;br /&gt;
|frcreativity=8&lt;br /&gt;
|frfunction=10&lt;br /&gt;
|frfun=11&lt;br /&gt;
|fraesthetics=8&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The level gets its name from ''Mega Man 3'''s Japanese subtitle, often translated as, &amp;quot;The End of Dr. Wily?!&amp;quot;.&lt;br /&gt;
* A secret developer room can be accessed by jumping over the Energy Element at the end and using an invisible teleporter. Inside are various attempts at cut ideas for the level, such as Junk Blocks that could be broken by jumping into them ''a la'' Brick Blocks from ''Super Mario Bros.''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 8}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 8 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Taking_a_Dip&amp;diff=28670</id>
		<title>Taking a Dip</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Taking_a_Dip&amp;diff=28670"/>
				<updated>2025-03-26T04:05:57Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=59th&lt;br /&gt;
|image=[[File:MaG48HMML-59-TakingADip.png|256px]]&lt;br /&gt;
|caption=You can't say this level lacks conveyance, that's for sure.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[Nintega94]]&lt;br /&gt;
|composer=symfonikev, Shusaku Uchiyama (originals)&amp;lt;br&amp;gt;40Nix (cover)&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=69&lt;br /&gt;
|judge2=66&lt;br /&gt;
|judge3=40&lt;br /&gt;
|judge4=50&lt;br /&gt;
|totalscore=56.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Arigock G]]&lt;br /&gt;
*[[Haehaey]]&lt;br /&gt;
*[[Popo Heli]]&lt;br /&gt;
*[[Conveyor]]&lt;br /&gt;
*[[Uranus Platform]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Arigock G]]&lt;br /&gt;
*[[Haehaey]]&lt;br /&gt;
*[[Metall Swim]]&lt;br /&gt;
*[[Popo Heli]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Bubble Platform]]&lt;br /&gt;
*[[Conveyor]] (MM6)&lt;br /&gt;
*[[Uranus Platform]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
*[[Metall Potton]]&lt;br /&gt;
*[[Tama]]&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Honey Woman]]&lt;br /&gt;
|other=&lt;br /&gt;
|music=Mega Man Unlimited - Enigma of Aqua&amp;lt;br&amp;gt;'''Boss:''' Mega Man 8 - Boss&lt;br /&gt;
|location=[[Tier 6 (MaG48HMML)|Tier 6]]&lt;br /&gt;
|previous=[[Copper Cave]]&lt;br /&gt;
|next=[[Commando Caverns]]&lt;br /&gt;
}}&lt;br /&gt;
'''Taking a Dip''' is the 59th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. It is a water level that extensively uses wheel [[conveyor]]s and [[Uranus Platform]]s (the latter of which are effectively vertical conveyors, as pointed out by [[M-Jacq]]). Also included are flying enemies that swoop in from offscreen, which usually try to knock [[Mega Man]] off an airborne conveyor.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Beginning on dry land, the level's three main enemies are introduced in quick succession, with a free E-Tank on an easily accessible platform. Under a Uranus Platform that acts as a one-way barrier is a large pool of water, with conveyors and Uranus Platforms floating above it. In addition to a [[Haehaey]] that flies in from the right, there is a three tile jump from a Uranus Platform that is very easy to fail, making the [[Rush Jet]] very useful for crossing it. Following this is a long corridor with conveyors, while [[Arigock G]]s throw their projectiles up from beneath them; the [[Flame Mixer]] is useful for blocking the shots, while the [[Homing Sniper]] can take them out from afar. A [[Metall Potton]] appears as a miniboss, with a set of conveyors on the floor that it dispenses Mets onto, carrying them towards Mega Man. Fortunately, a pair of Uranus Platforms (which are necessary to reach the dispenser's weak point with the [[Mega Buster]]) allows Mega Man to stay out of their way.&lt;br /&gt;
&lt;br /&gt;
After defeating the Metall Potton, Mega Man drops into an underwater vertical area which is divided into segments by Uranus Platforms. A powerup often lies below each platform, forcing him to choose between two paths to take, though with the proper upgrades [[Beat]] can be used to obtain the other path's item. A [[Tama]] appears here, but as it spawns below Mega Man, Special Weapons can be used to kill it without having to avoid its yarn balls. Below it is another choice between paths, both of which have an [[Eddie]] on them. In the next room, Mega Man climbs back upwards, but some of the wheel conveyors move incredibly fast, pulling him into a wall almost instantly. Two Arigock Gs rest on the end of these conveyors, and ought to be destroyed before stepping onto them to avoid damage. Fortunately, the rest of the conveyors move at more manageable speeds.&lt;br /&gt;
&lt;br /&gt;
Jumping out of the water, the rest of the stage largely happens on both gimmicks at the same time, all while over a bottomless pit. Because both gimmicks are constantly moving Mega Man, getting hit here is very dangerous, and it's easy to fall off while stunned. The Rush Jet, on the other hand, can fly over every enemy and platform, or be used as a shortcut in a single-screen room towards the end, skipping multiple platforms at once. Inside the boss corridor is a pool of water that leads into a dev room, filled with multiple E-Tanks, W-Tanks, and M-Tanks, as well as numerous signs in which the creator gives extensive commentary on their level. Beyond the walls of text is [[Honey Woman]], who is battled on a set of wheel conveyors that roll towards a Uranus Platform. Below said platform is an underwater arena without gimmicks, and because her honey drop attack forces her to stand in place, the battle will inevitably shift to this arena if she manages to live long enough to use it.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=Simply put, this is a solid level with some nice touches. This entire level has a nice flow to it. Generally, it just feels well-paced and everything feels intentional. The varying speeds of the conveyors usually feels fine, but sometimes it doesn't. That's really where my main issue is. There's no real visual indicator for fast or slow conveyors. Maybe try making the different speeds different colors, or put enemies on them so you can see when the speed is drastically different. There are a few spots where this is an issue, but overall it's good. The level looks and sounds good, and it's generally fair. At the one midpoint, there's a jump that's tricky but not in a fun way. Adjusting little things like that in an edit would be good. The level doesn't push the limits, but it's executed well.&lt;br /&gt;
|parmascore=69&lt;br /&gt;
|pjdesign=26&lt;br /&gt;
|pjcreativity=8&lt;br /&gt;
|pjfunction=10&lt;br /&gt;
|pjfun=16&lt;br /&gt;
|pjaesthetics=9&lt;br /&gt;
|pk=BLUE ROBOT ON CONVEYOR GOING REALLY FAST! You did some really nice stuff here, though at times it felt a little too empty. I have to say, though, the fast conveyors were really funny and so unexpected. Besides that, I really enjoyed the long platforming section over the bottomless pit; that was a nice challenge. As I said, though, there were parts where not much was happening, sadly. To be fair, though, that did help in not making it frustrating, so...uh, yay?&lt;br /&gt;
|pkscore=66&lt;br /&gt;
|pkdesign=20&lt;br /&gt;
|pkcreativity=9&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=19&lt;br /&gt;
|pkaesthetics=8&lt;br /&gt;
|m-jacq=Usually judging requires me to guess what the level designer was thinking. Thankfully, this level's overly generous dev room spells out your thought process in lavish detail, which means I can point to exactly where you went wrong. &amp;quot;As for the level itself, I had the classic &amp;quot;introduce obstacles separately then combine later&amp;quot; mindset throughout the majority of the level[...]&amp;quot; There's two problems with this, one minor and one major. The minor problem is that this &amp;quot;classic&amp;quot; mindset is anything but - very few Robot Master stages actually introduce gimmicks separately and then merge them; when they do, it's usually on one incidental screen towards the middle of the level (e.g., Sheep Man, Wind Man, Plant Man...). This is a common misconception, albeit one that doesn't make for bad levels. Arguably it's so common because it can make for fun levels when done right.&amp;lt;br&amp;gt;The major problem here is that you've chosen to &amp;quot;combine&amp;quot; Uranus platforms with conveyor belts, when Uranus platforms ARE conveyor belts. They're skinned differently and they drag you down rather than left or right, but they're still just 16x16 tiles that will kick you off them unless you do a bunch of short jumps. You're not combining gimmick A with gimmick B - you're combining gimmick A with gimmick A. Much as I hate to say it, I think you inadvertently picked a &amp;quot;double-oil&amp;quot; box.&amp;lt;br&amp;gt;As for the rest of the level - you've correctly noted you were way too generous with pickups, even if we ignore the EW MEW MEME going on in the dev room. The three boss fights were fun, although the Honey Woman setup crashed the game for me when I hit her honey blob on a conveyor belt. I actually had more fun figuring out how to cheese the conveyor belt sections with Rush Coil than I did going through them legit. So, yeah, I think you succeeded at making a middle-of-the-road level. Hopefully with time and feedback you can get out of the dead zone of middling entries and make something really great.&lt;br /&gt;
|m-jacqscore=40&lt;br /&gt;
|mjdesign=10&lt;br /&gt;
|mjcreativity=7&lt;br /&gt;
|mjfunction=8&lt;br /&gt;
|mjfun=9&lt;br /&gt;
|mjaesthetics=6&lt;br /&gt;
|freems=There's a lot of design elements that don't really get consciously thought about while playing, and making most levels. I feel like empty space is one of those things, at least when it comes to Mega Man design. Because that's pretty much the biggest problem with the level, the sheer amount of empty space. Clogging it with enemies wouldn't really have solved the problem because it doesn't really help everything stop being so big and empty. Especially when the stage goes underwater, the lack of any real ceiling just lets you cruise over whatever you want and the enemy placement is so scarce you hardly think about it. That said, for a first real go around at a level, it certainly isn't a bad showing. It just doesn't really manage to find anything to make it stick out. There were some incredibly speedy conveyor belts which just ended up being confusing due to the lack of indication that you're about to zoom to the other side of the screen, and it's probably for the best that they hardly appeared in any actual threatening capacity, and yet I wonder if there was a better way to convey speed if new ideas could have helped spice things up a bit.&amp;lt;br&amp;gt;All in all, when one has 48 hours to come up with a breathtaking idea, I understand it's far easier said than done. At the very least it's a good lesson to take forward when you're not dealing with a tight time limit.&lt;br /&gt;
|freemsscore=50&lt;br /&gt;
|frdesign=16&lt;br /&gt;
|frcreativity=6&lt;br /&gt;
|frfunction=8&lt;br /&gt;
|frfun=13&lt;br /&gt;
|fraesthetics=7&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Thus far, this is the only ''MaGMML'' level where more than one Eddie appears on the same screen.&lt;br /&gt;
* [[Nintega94]] used all three of their boxes before settling on the final one. For gimmicks, the other two had [[Konro Platform]]s/[[Commando Mine]]s (a set it would have shared with [[Commando Caverns]]) and [[Quick Lighting]]/[[Landmine]]s.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 6}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 6 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

	<entry>
		<id>http://magmmlcontest.com/wiki/index.php?title=Super_Pipe_World&amp;diff=28669</id>
		<title>Super Pipe World</title>
		<link rel="alternate" type="text/html" href="http://magmmlcontest.com/wiki/index.php?title=Super_Pipe_World&amp;diff=28669"/>
				<updated>2025-03-26T03:59:15Z</updated>
		
		<summary type="html">&lt;p&gt;Magnus Von Neto: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Levelinfo &lt;br /&gt;
|align=right&lt;br /&gt;
&amp;lt;!-- ===========Info============== --&amp;gt;&lt;br /&gt;
|rank=25th&lt;br /&gt;
|image=[[File:MaG48HMML-25-SuperPipeWorld.png|256px]]&lt;br /&gt;
|caption=This is the last time Mega Man offers to fix a clogged drain.&lt;br /&gt;
|game=''[[Make a Good 48 Hour Mega Man Level]]'' &lt;br /&gt;
|creator=[[Zatsupachi]]&lt;br /&gt;
|composer=Koji Kondo, Hirokazu Tanaka, Kazuki Muraoka&lt;br /&gt;
&amp;lt;!-- ===========Scores============== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Judge Order Reminder: &lt;br /&gt;
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem&lt;br /&gt;
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark&lt;br /&gt;
MaG24HMML: 1: ParmaJon, 2: MiniMacro, 3: CreshMan&lt;br /&gt;
MaG48HMML: 1: ParmaJon, 2: PKWeegee, 3: M-Jacq, 4: Freems&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|gamenum=48h&lt;br /&gt;
|judge1=75&lt;br /&gt;
|judge2=77&lt;br /&gt;
|judge3=68&lt;br /&gt;
|judge4=49&lt;br /&gt;
|totalscore=67.25&lt;br /&gt;
&amp;lt;!-- ===========Stats============== --&amp;gt;&lt;br /&gt;
|elements=1&lt;br /&gt;
|collectables=&lt;br /&gt;
|box=&lt;br /&gt;
*[[Molier]]&lt;br /&gt;
*[[Petit Devil]]&lt;br /&gt;
*[[Shadow Clone]]&lt;br /&gt;
*[[Top Lift]]&lt;br /&gt;
*[[Wave Man Warp]]&lt;br /&gt;
|enemies=&lt;br /&gt;
*[[Molier]]&lt;br /&gt;
*[[Petit Devil]] (green, yellow)&lt;br /&gt;
*[[Shadow Clone]]&lt;br /&gt;
|gimmicks=&lt;br /&gt;
*[[Dustman Block]]&lt;br /&gt;
*[[Top Lift]]&lt;br /&gt;
*[[Wave Man Warp]]&lt;br /&gt;
|subbosses=&lt;br /&gt;
|bosses=&lt;br /&gt;
*[[Quick Man|Quick Man Duo]]&lt;br /&gt;
|other=&lt;br /&gt;
*16 Minutes Late&lt;br /&gt;
*Weapons disabled ([[Rush Coil]], [[Rush Jet]])&lt;br /&gt;
|music='''Part 1:''' Super Mario Bros. 3 - Overworld&amp;lt;br&amp;gt;'''Part 2:''' Metroid - Silence&amp;lt;br&amp;gt;'''Part 3:''' Super Mario Bros. 3 - Underground&amp;lt;br&amp;gt;'''Boss:''' Metal Gear (NES) - Alert&lt;br /&gt;
|location=[[Tier 9 (MaG48HMML)|Tier 9]]&lt;br /&gt;
|previous=[[Mmmmmmmmmmmmmmmmmoon Base]]&lt;br /&gt;
|next=[[Central Computer]]&lt;br /&gt;
}}&lt;br /&gt;
'''Super Pipe World''' is the 25th place entry in ''[[Make a Good 48 Hour Mega Man Level]]''. As is seemingly ''MaGMML'' tradition, it is the game's obligatory ''Super Mario Bros.'' reference level. However, unlike [[Mega Man World|previous]] [[SMB3|''Mario'']] [[Mario Land|reference]] [[Kingdom Crisis|levels]], it goes for a primarily underground-themed aesthetic, and is specifically based on Pipe Land from ''Super Mario Bros. 3''. This includes Warp Pipes that use [[Wave Man Warp]]s to move [[Mega Man]] around, with the second half of the level featuring a giant maze of pipes to navigate. Other hallmarks of the stage are [[Top Lift]]s that travel upwards, and sprite-swapped [[Dustman Block]]s that look like the shimmering Brick Blocks from ''Super Mario Bros. 3''.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
After a trip down a long Warp Pipe (passing by many sights such as Samus on an elevator), Mega Man enters an underground area with free vertical scrolling and a network of pipes that can take him further upwards. Pipes that can be travelled through have an arrow inscribed on their entrance, and each of them are one-way. In between the pipes are grey rectangles with a blue border; touching one of these will cause a [[Shadow Clone]] to appear and start chasing Mega Man down. One pipe leading upwards is blocked off by a number of bricks, but by shooting them out of the way, it can be travelled through, leading to a high shelf with an E-Tank and an M-Tank; this room also contains a checkpoint. The next few sections take place in a wooden area that uses Top Lifts as elevators, and their spawn points are clearly marked in the background. They appear without warning, however, so jumping onto them can be tricky. One jump of note occurs on a slow-moving Top Lift (from the previous room), in an area with Top Lifts quickly rising up from a spiked floor. Because the level disables the [[Rush Jet]], timing this jump successfully is rather difficult without using the [[Concrete Shot]] as a brief safety net. The weapon can also be used to reach a W-Tank on the other side of the spawner, but it largely isn't worth the effort.&lt;br /&gt;
&lt;br /&gt;
The summit of the Top Lift climb leads to another checkpoint, which itself leads into a wide open area, with a large maze of pipes taking up most of the space. This maze can be a little tricky to navigate, especially with Shadow Clone spawners tucked in between pipe entrances/exits, but it can also be cleared quickly. The top right of the maze contains a [[Yashichi]] and an M-Tank, which is blocked by a pair of fake Brick Blocks that can't be destroyed; reaching it requires using the Concrete Shot to slide over the fake bricks. The maze's exit is a pipe with a yellow and black construction barrier on top; to reach it quickly, first take the bottom pipe, then enter the middle pipe on the left. After going down the marked pipe, Mega Man must battle the [[Quick Man|Quick Man Duo]], consisting of a normal Quick Man and one with a darker palette, in a wide but cramped arena with Top Lifts. Both have different weakness values from vanilla Quick Man and from each other, but both are weak to the [[Spark Shock]]. After defeating them, the pipe in the bottom opens up, which takes Mega Man back to the pipe at the very start – now cordoned off by [[Guts Man]], who directs Mega Man to a [[Energy Element|Magic Ball]] to the pipe's right.&lt;br /&gt;
&lt;br /&gt;
==Judge Comments==&lt;br /&gt;
{{JudgeComment48h&lt;br /&gt;
|parma=Normally, I'm really not a fan of just mixing graphics from different series like this, because it's not even a reference to a game and feels like Mega Man is somewhere else. It's just a mish mosh that usually feels out of place. Thing is, you executed it really well. Using the Wave Man pipes for Mario pipes is super clever, especially the fact that it feels like a pipe maze. The Metroid graphics don't do much for me, but that's okay. All of the graphics are telegraphed fairly well, especially with the Top Man tops and the shadow clones. The big room near the end where you have to figure out where you are going is excellent. It's hard to navigate, but you're never walking around in a circle. It feels like stumbling around, but it really isn't. I have two complaints about this level otherwise, but they're not a huge deal. 1) The shadow clones being in a really confined space is really annoying, I'd maybe give one more tile of leeway in some of those areas so they're less cramped. 2) The Top Man lifts should spawn one tile lower in several cases because you can miss the top too often and have to sit around waiting since there's such a small window for something that shouldn't be a challenge. These small changes would be really nice, but that's not to say this isn't a good level, just that another edit to it would bring it a step up.&lt;br /&gt;
|parmascore=75&lt;br /&gt;
|pjdesign=27&lt;br /&gt;
|pjcreativity=9&lt;br /&gt;
|pjfunction=10&lt;br /&gt;
|pjfun=19&lt;br /&gt;
|pjaesthetics=10&lt;br /&gt;
|pk=That's a really cool usage of the Wave pipes! The level screams personality, and it was pretty fun to play through. Although...the Top platform climb was rather...frustrating at times. Other than that, though, it was a fun time, with cool moments that made me go, &amp;quot;woah what?&amp;quot;&lt;br /&gt;
|pkscore=77&lt;br /&gt;
|pkdesign=25&lt;br /&gt;
|pkcreativity=14&lt;br /&gt;
|pkfunction=10&lt;br /&gt;
|pkfun=15&lt;br /&gt;
|pkaesthetics=13&lt;br /&gt;
|m-jacq=Historically, Wave Man pipes have been used not as legitimate stage gimmicks in their own right, but as fodder for fancy cutscenes. This is a little odd when you consider that arguably the most famous video game franchise of all time uses pipes as a key element in nearly all its stages. Which is to say that while usually I'm skeptical of stages that import their aesthetics from other franchises, the Mario theming in this level is actually pretty inspired. Certainly, I got a giant belly laugh from that opening cutscene. (Even though it raises some questions of identity, re: whether DOS Mega Man is a separate entity from Blue Bomber Alpha.) And the maze that serves as this level's centerpiece is a bit confusing, but I really enjoyed exploring it.&amp;lt;br&amp;gt;Of course, all the creativity in the world can't mask this level's big flaw, which is that every single thing having to do with the Top Lifts is bad. The windows to hop on/off them are invariably too small; your horizontal movement on them isn't taken into account; they persist through screen transitions and interact strangely with the destructible blocks... my enjoyment of the level just screeched to a halt every time one of those tops showed up. The enemies are pretty negligible too - what did Molier add to this level, for instance?&amp;lt;br&amp;gt;Really, more so than Mario, this level reminds me of an entry from MaGMML past. Remember &amp;quot;A Mega Man for All Seasons&amp;quot;, and how that wasn't a platformer so much as it was an... art piece, I guess? I loved the level for its abounding charm, but it was extremely difficult to evaluate from a level design perspective because it operated in an entirely different mode than the run-n-gun action I'm accustomed to from Mega Man. This level is in a similar spot, where I honestly don't know where to start with criticizing it from that perspective, or whether criticizing it from that perspective is even worth it. Thankfully, the score rubric as I choose to interpret it gives me an out in cases like these - dock the level in design, but give it high marks in fun. Which is what I'll do.&lt;br /&gt;
|m-jacqscore=68&lt;br /&gt;
|mjdesign=12&lt;br /&gt;
|mjcreativity=15&lt;br /&gt;
|mjfunction=7&lt;br /&gt;
|mjfun=21&lt;br /&gt;
|mjaesthetics=13&lt;br /&gt;
|freems=I'm not an expert on Mario level design by any means. There's a lot of differences between designing a Mario level and designing a Mega Man level. However, if there's one thing I can say with a good level of confidence, it's that pipe mazes aren't fun in Mario games, and it sure isn't fun here. That entire last stretch of the stage felt pointless and just like a time waster. The first pipe section was probably the best part, although it doesn't go much farther than introducing the pipe gimmick to you. The first top section is incredibly obnoxious, has some jumps that are way more annoying for their own good, and felt really janky with the tops interacting with some of the destroyable blocks. Lastly, I just want to know if anyone ever sat down and thought to themselves that they really wanted to fight two Quick Men at the same time, especially when they inexplicably have different damage charts from one another. It's just sort of a rough experience at the end of the day. The main thing this level really has going for is the Mario aesthetic... and it's certainly an aesthetic that's not new at this point. Maybe with more cues taken from actual pipe levels from Mario, things could have ended up a bit cleaner.&lt;br /&gt;
|freemsscore=49&lt;br /&gt;
|frdesign=14&lt;br /&gt;
|frcreativity=9&lt;br /&gt;
|frfunction=9&lt;br /&gt;
|frfun=8&lt;br /&gt;
|fraesthetics=9&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Super Pipe World was submitted 16 minutes late, but its score wasn't high enough to be affected by the score cap penalty.&lt;br /&gt;
* The Underground music was evidently intended to play as soon as the level itself began (with the ''Metroid'' item room music only playing in the descent down the first pipe as a joke), but issues with the [[Megamix Engine]]'s music changer object causes the music to not switch over correctly until the first checkpoint.&lt;br /&gt;
* Super Pipe World is the only level in ''MaG48HMML'' to change the appearance of its Energy Element.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{MaG48HMML Tier 9}}&lt;br /&gt;
{{MaG48HMML}}&lt;br /&gt;
[[Category:Stages]][[Category:Make a Good 48 Hour Mega Man Level Stages]][[Category:Tier 9 (MaG48HMML)]]&lt;/div&gt;</summary>
		<author><name>Magnus Von Neto</name></author>	</entry>

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